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Iomandra
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<blockquote data-quote="CStevenRoss" data-source="post: 5466772" data-attributes="member: 86428"><p>I ran a Heroic Tier campaign based on a watery world with a lot of inspiration from Iomandra. We had a lot of use out of the idea that isolated islands were points of light set against the vastness of the seas and an oppressive empire. We also had a lot of fun exploring the world. I had a mostly blank map, 32"x40" paper. At the start of the campaign, each player got to describe where a particular island was. During the course of the campaign, the players found clues as to where other long-lost locales where located. For simplicity (because this method definitely doesn't work in the real world) the directions between islands would take the form of a direction (split between the 12 zodiac signs) and a distance. So, for example, the players knew where Korth Island was, and then they would discover notes telling them that the underwater ruins of Vor Rukoth were located 500 miles in the direction of Capricorn, and then 300 miles in the direction of Saggitarius. The players really digged it and it was a cool way to do some exploration in the world. By the end of the campaign, that whole damned mao was nearly filled up with sketches of islands, notes, doodles, etc. that had organically been jotted down.</p><p>The last thing we did that was specific to the water world concept was have a pseudo-skill challenge system integrating ship-to-ship naval combat with the traditional square-by-square tactical system of 4E. It made some pretty epic naval battles with ships being wrecked in the middle of imperial marines boarding and pirates threatening to swing on board. I have my notes <a href="http://dmg42.blogspot.com/2011/01/4e-naval-combat-intro.html" target="_blank">here</a> <a href="http://dmg42.blogspot.com/2011/01/4e-naval-combat-system.html" target="_blank">here</a> and <a href="http://dmg42.blogspot.com/2011/01/4e-naval-combat-heroic-tier-vessels.html" target="_blank">here</a>.</p></blockquote><p></p>
[QUOTE="CStevenRoss, post: 5466772, member: 86428"] I ran a Heroic Tier campaign based on a watery world with a lot of inspiration from Iomandra. We had a lot of use out of the idea that isolated islands were points of light set against the vastness of the seas and an oppressive empire. We also had a lot of fun exploring the world. I had a mostly blank map, 32"x40" paper. At the start of the campaign, each player got to describe where a particular island was. During the course of the campaign, the players found clues as to where other long-lost locales where located. For simplicity (because this method definitely doesn't work in the real world) the directions between islands would take the form of a direction (split between the 12 zodiac signs) and a distance. So, for example, the players knew where Korth Island was, and then they would discover notes telling them that the underwater ruins of Vor Rukoth were located 500 miles in the direction of Capricorn, and then 300 miles in the direction of Saggitarius. The players really digged it and it was a cool way to do some exploration in the world. By the end of the campaign, that whole damned mao was nearly filled up with sketches of islands, notes, doodles, etc. that had organically been jotted down. The last thing we did that was specific to the water world concept was have a pseudo-skill challenge system integrating ship-to-ship naval combat with the traditional square-by-square tactical system of 4E. It made some pretty epic naval battles with ships being wrecked in the middle of imperial marines boarding and pirates threatening to swing on board. I have my notes [URL="http://dmg42.blogspot.com/2011/01/4e-naval-combat-intro.html"]here[/URL] [URL="http://dmg42.blogspot.com/2011/01/4e-naval-combat-system.html"]here[/URL] and [URL="http://dmg42.blogspot.com/2011/01/4e-naval-combat-heroic-tier-vessels.html"]here[/URL]. [/QUOTE]
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