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Looking for tips for upcoming aquatic campaign
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<blockquote data-quote="ChimericDream" data-source="post: 6657346" data-attributes="member: 43444"><p>I am getting ready to start a long-term campaign with my friends that I plan to run in something akin to seasons in a TV show. The first major story arc will take place entirely (at least that's my current vision) on a vast inland sea. I already have Stormwrack, but there are some important aspects of the story and plot that make some of the suggestions in Stormwrack less helpful. Here's a quick summary of the culture/setting I am shooting for.</p><p></p><p style="margin-left: 20px">The party are all members of a society that lives their entire lives on the water. I am drawing from aspects of Romani culture for a great deal of inspiration (though I admittedly still have a fair bit of researching to do). For example, this society started as a nomadic land-based culture. However, they were often made to feel unwelcome and actually chased out of many towns. They took to the water so they could keep their sense of freedom and independence without worrying about having to deal much with other cultures.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The bulk of the people live in small pods of sturdy rafts (the kind big enough to build a small hut on), but a few times each year they come together into a massive floating city for festivals, trade, etc. The culture as a whole is highly patriarchal, with each pod-group of rafts led by a father/grandfather. When they all come together, three of the highest ranking family leaders form a small council responsible for large-scale decisions (mediating disputes between pods, approving marriages between important families, etc).</p><p></p><p>I want to keep things interesting for the party, so I am looking for adventure/encounter ideas to mix in with my core plot. My list so far includes "easy" things like dealing with pirates and rough weather, but beyond that it gets harder to come up with things. Much of the campaign will take place during a time when the pods are all together in a larger city kind of setting. That opens up more traditional kinds of encounters, albeit with some unique considerations. But I'd love to get some ideas for other things I can throw against the party to mix things up.</p><p></p><p>Also, if there are any suggestions for sourcebooks that would be helpful for planning an aquatic adventure (in addition to Stormwrack) I would love to hear them.</p><p></p><p>Feel free to ask any questions for more information. I didn't want this post to get too long, so I tried to limit it to the core concepts. I don't believe my players read this forum, so it'll probably be safe for me to share some of the plot elements if it will help generate more ideas.</p><p></p><p>Thanks in advance!</p></blockquote><p></p>
[QUOTE="ChimericDream, post: 6657346, member: 43444"] I am getting ready to start a long-term campaign with my friends that I plan to run in something akin to seasons in a TV show. The first major story arc will take place entirely (at least that's my current vision) on a vast inland sea. I already have Stormwrack, but there are some important aspects of the story and plot that make some of the suggestions in Stormwrack less helpful. Here's a quick summary of the culture/setting I am shooting for. [indent]The party are all members of a society that lives their entire lives on the water. I am drawing from aspects of Romani culture for a great deal of inspiration (though I admittedly still have a fair bit of researching to do). For example, this society started as a nomadic land-based culture. However, they were often made to feel unwelcome and actually chased out of many towns. They took to the water so they could keep their sense of freedom and independence without worrying about having to deal much with other cultures. The bulk of the people live in small pods of sturdy rafts (the kind big enough to build a small hut on), but a few times each year they come together into a massive floating city for festivals, trade, etc. The culture as a whole is highly patriarchal, with each pod-group of rafts led by a father/grandfather. When they all come together, three of the highest ranking family leaders form a small council responsible for large-scale decisions (mediating disputes between pods, approving marriages between important families, etc).[/indent] I want to keep things interesting for the party, so I am looking for adventure/encounter ideas to mix in with my core plot. My list so far includes "easy" things like dealing with pirates and rough weather, but beyond that it gets harder to come up with things. Much of the campaign will take place during a time when the pods are all together in a larger city kind of setting. That opens up more traditional kinds of encounters, albeit with some unique considerations. But I'd love to get some ideas for other things I can throw against the party to mix things up. Also, if there are any suggestions for sourcebooks that would be helpful for planning an aquatic adventure (in addition to Stormwrack) I would love to hear them. Feel free to ask any questions for more information. I didn't want this post to get too long, so I tried to limit it to the core concepts. I don't believe my players read this forum, so it'll probably be safe for me to share some of the plot elements if it will help generate more ideas. Thanks in advance! [/QUOTE]
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