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Ideas For a World of Islands? (+thread)
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<blockquote data-quote="RangerWickett" data-source="post: 8033319" data-attributes="member: 63"><p>I ran my Pathfinder 2 playtest in an archipelago, where an aboleth who was magically bounded to a ring of islands would use illusions and mind control to wreck ships, then let a handful of castaways escape, in hopes that by luring enough people back to rescue the others, it might find someone who could break the binding trapping it there.</p><p></p><p>The goal was, basically, to come up with an ethical "hunt the whale" adventure, so I needed an evil whale. But the rest of the archipelago was tropical and colorful, with a lot of cultures of competing castaways, and scattered treasures and ruins. One island could be horribly dangerous, while the next one over was safe, and I wanted to set up a hexcrawl campaign. Over the course of levels, the PCs would get the pieces they needed to make a sturdy boat that would protect them from mind control and let them face off against their captor.</p><p></p><p>We ended up not really liking the mechanics of PF2, so we decided to do a time skip and just wrap-up the final encounter with the aboleth. I'm a little sad I didn't get to play my idea through fully.</p><p></p><p>---</p><p></p><p>So I'd suggest, if you're going to have such a setting, consider that PCs will be on a ship a lot, so ship maintenance and improvement should have fun game mechanics and narrative hooks.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8033319, member: 63"] I ran my Pathfinder 2 playtest in an archipelago, where an aboleth who was magically bounded to a ring of islands would use illusions and mind control to wreck ships, then let a handful of castaways escape, in hopes that by luring enough people back to rescue the others, it might find someone who could break the binding trapping it there. The goal was, basically, to come up with an ethical "hunt the whale" adventure, so I needed an evil whale. But the rest of the archipelago was tropical and colorful, with a lot of cultures of competing castaways, and scattered treasures and ruins. One island could be horribly dangerous, while the next one over was safe, and I wanted to set up a hexcrawl campaign. Over the course of levels, the PCs would get the pieces they needed to make a sturdy boat that would protect them from mind control and let them face off against their captor. We ended up not really liking the mechanics of PF2, so we decided to do a time skip and just wrap-up the final encounter with the aboleth. I'm a little sad I didn't get to play my idea through fully. --- So I'd suggest, if you're going to have such a setting, consider that PCs will be on a ship a lot, so ship maintenance and improvement should have fun game mechanics and narrative hooks. [/QUOTE]
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