Just the shirts on the PC's backs

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).
 

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Points to ponder:

1. Would it not be better to give the PC's a list of items that a ship would normally carry and allow 1d4 rolls each to see what can be found.. Example
a. 2x Cutlass - crew weapon 10% chance masterwork
b. 2x dead body in leather armor - Crew members 25% chance masterwork
c. 1d4 weeks rations (4 weeks, the remainder is spoiled)
d. Small Crate with 18 water skins (empty)
e. 1 Dagger and Cutlass combo on dead body, with no armor - Higher Crew Item 85% chance Masterwork
f. 2x makeshift Staffs, and 20 feet rope, and 1d4 yards white cloth - Remains of sails
g. Keep going...

2. They would probably be carrying personal weapons on them and light armor and such (these are players after all and will be royally PISSED if you strip them completely). Unless you can convince them the opposite (good luck - You'll need it).

3. You say low magic and need help on components, how about Eschew components being a required feat for casters and a bonus feat from list B being given (List B being a short list of caster oriented feats that they might like, but noe too powerful as you are giving a slightly low powered feat anyway.) Like +2 to skill feats and such.
 

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