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Dungeon's new pirates of the caribbean series
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<blockquote data-quote="James Jacobs" data-source="post: 2982080" data-attributes="member: 23937"><p>Thought I'd weigh in for a second on the controversy...</p><p></p><p>Growing up on the coast with a commercial fisherman for a father more or less infected me with boat/ship/ocean fascination from the start, and that'll certainly be carrying over into Savage Tide. It's one of the reasons, truth be told, that there's such a strong naval element to the campaign; it's ripe with adventure possibility.</p><p></p><p>As for historical accuracy, D&D's never really been about being a real-world medieval simulation. It takes that era of technology as a starting point, but there are syringes and nails and spyglasses and all sorts of other things that are a bit more modern than one might expect to find back then. Or maybe not. Magic would change the world in a lot of ways—Eberron's a good example of how things would be different, but even in less magic-heavy campaigns it would have an impact. So it's a bit unrealistic to expect everything in D&D to match real-world analogs exactly.</p><p></p><p>In any event, the scandalous ship in question isn't part of the Savage Tide. For a look at the ship the PCs will be in charge of for this campaign, check out page 106 of Dungeon #138. The <em>Sea Wyvern</em>'s going to be a recurring character in the campaign, and the PCs will be quite familiar with its decks by the campaign's end. The ship itself is about 70 feet long, and is basically a caravel.</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 2982080, member: 23937"] Thought I'd weigh in for a second on the controversy... Growing up on the coast with a commercial fisherman for a father more or less infected me with boat/ship/ocean fascination from the start, and that'll certainly be carrying over into Savage Tide. It's one of the reasons, truth be told, that there's such a strong naval element to the campaign; it's ripe with adventure possibility. As for historical accuracy, D&D's never really been about being a real-world medieval simulation. It takes that era of technology as a starting point, but there are syringes and nails and spyglasses and all sorts of other things that are a bit more modern than one might expect to find back then. Or maybe not. Magic would change the world in a lot of ways—Eberron's a good example of how things would be different, but even in less magic-heavy campaigns it would have an impact. So it's a bit unrealistic to expect everything in D&D to match real-world analogs exactly. In any event, the scandalous ship in question isn't part of the Savage Tide. For a look at the ship the PCs will be in charge of for this campaign, check out page 106 of Dungeon #138. The [i]Sea Wyvern[/i]'s going to be a recurring character in the campaign, and the PCs will be quite familiar with its decks by the campaign's end. The ship itself is about 70 feet long, and is basically a caravel. [/QUOTE]
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