shdwrnr
First Post
I'm working on a campaign. The party begins on a ship in a group of five ships all sailing to a new world (in the same vein as colonial America). Nearing the end of the voyage, the ships are hit by a severe storm. One ship is sundered and capsizes within sight of the PC's. The PC's ship loses sight of the other three and will eventually wreck itself on the shore of the new world.
I'm trying to equip the players in a way that makes sense. It's a long stretch of the imagination to say that they just happened to be carrying all of their posessions on them. This is the plan I have for them so far:
The party makes their way to the shore to find several other survivors already regaining their bearings. Insert first encounter: PC's notice others who weren't so lucky in various stages of distress to be rescued and brought to the group.
I was planning on giving each of my four players a task prior to game start: One PC will write down 8 weapons, one will write down 6 armors, and the other two will write down 5 pieces of other adventuring gear. They won't know that this is all they'll get. When they get back from trying to save the others, they'll come back to the group who have already begun salvaging. This is when I'll give the party the gear they wrote down.
Since they'll be unable to shop at all for quite a while, I felt they needed a larger quantity of salvage. Soon after they "land" I'll send them off to find food, fresh water, and shelter. I created a list of random items from the PHB that you might find on a ship and assigned quantities at random that I'll give to them when they get back to the camp.
After these two salvage points, they're basically reduced to what they can find or craft. If they interact peacefully with the natives I've written for them, they'll have another source of supplies, though these are your stereotypical "savage indians" so that's not much help.
Has anyone else done something similar (limiting the resources of the PC is a significant way for a long period of time)? How did it work out? Did the party have fun or did they resent it. Any suggestions on things to include to help them along or things that are necessary for success?
The setting will be low magic (both in power and quantity) and I'm already working on something for material components for spells (though any advice on this would be more than welcome).
I'm trying to equip the players in a way that makes sense. It's a long stretch of the imagination to say that they just happened to be carrying all of their posessions on them. This is the plan I have for them so far:
The party makes their way to the shore to find several other survivors already regaining their bearings. Insert first encounter: PC's notice others who weren't so lucky in various stages of distress to be rescued and brought to the group.
I was planning on giving each of my four players a task prior to game start: One PC will write down 8 weapons, one will write down 6 armors, and the other two will write down 5 pieces of other adventuring gear. They won't know that this is all they'll get. When they get back from trying to save the others, they'll come back to the group who have already begun salvaging. This is when I'll give the party the gear they wrote down.
Since they'll be unable to shop at all for quite a while, I felt they needed a larger quantity of salvage. Soon after they "land" I'll send them off to find food, fresh water, and shelter. I created a list of random items from the PHB that you might find on a ship and assigned quantities at random that I'll give to them when they get back to the camp.
After these two salvage points, they're basically reduced to what they can find or craft. If they interact peacefully with the natives I've written for them, they'll have another source of supplies, though these are your stereotypical "savage indians" so that's not much help.
Has anyone else done something similar (limiting the resources of the PC is a significant way for a long period of time)? How did it work out? Did the party have fun or did they resent it. Any suggestions on things to include to help them along or things that are necessary for success?
The setting will be low magic (both in power and quantity) and I'm already working on something for material components for spells (though any advice on this would be more than welcome).