Quickleaf
Legend
I'm a new DM who has only run one homebrew campaign before. It worked out pretty well and now we have a few legacies around the table and I was super proud. Later on though one of my players had to leave for about 7 months. Upon their return I decided I would dm again and they asked if I could do a pirate themed campaign. I said sure, but I'm not sure how well it's gonna go.
Anyways, we've been playing for 4 sessions 2 of which were improvised and 2 of which one of my players told me last minute that they couldn't make it. So far they've found a job, set sail, found and saved shipwreck survivors, defended themselves from a few sahaugans who tried to capsize the ship by using grappling hooks and tying giant boulders to them, and currently they're going through the sahaugans lair where I plan on putting them up against a few sahaugans and a sea hag that I'll probably give a few spells. My group seems like they're enjoying it, but I as a DM I feel like I'm not doing my best and I feel like like I just dont have any direction and none of my encounters have impact. I realize the point of a pirate campeign is that the enjoyment comes from exploration, and adventure but I'm coming up blank...
Anyone have any ideas of where I can go from here?
Hey matey, I highly recommend you check out some of my resources. Look at Spell & Crossbones
I also suggest writing down a bullet list of each PC's roleplaying info and backstory highlights. Then incorporate some of those elements in each session, ideally drawing on several PCs and intertwining these bullets into story arcs. Here's an example:
Yargle (goblin / knight / oathbreaker paladin / LN)
- wants to civilize goblin tribes
- on the run from his tribe, the Gouged Orbs
- worships Meriadar (who was worshipped by Omuan slaves)
- Personality: proud, respectful, defend the weak, bring people together
- Ideal: redemption – there's a spark of good in everyone
- Bond: holy quest to end Death Curse and reunite the goblin tribes like his ancestor Great Queen M’bobo
- Flaw: gross, smelly, and overly trusting
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