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Looking for tips for upcoming aquatic campaign
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<blockquote data-quote="gamerprinter" data-source="post: 6657756" data-attributes="member: 50895"><p>The best published reference for undersea adventures, cultures and mechanics are the Alluria Publishing <strong><a href="http://drivethrurpg.com/product/86538/Cerulean-Seas-Campaign-Setting?term=cerulean" target="_blank">Cerulean Seas campaign setting</a></strong> designed for Pathfinder. Cerulean Seas have rules for water pressure, buoyancy, underwater combat, varying cultures based on biology and depth in water, as well as many incuded races and monsters of the deep - it is the best sourcebook for undersea adventures, published by anybody. If you're going to run an undersea campaign this is the definitive resource for such a game (I've got the book and use it extensively in my games.)</p><p></p><p>For surface ship combat rules, I far prefer Razor Coast <a href="http://drivethrurpg.com/product/113418/Razor-Coast-Fire-As-She-Bears--Pathfinder-Edition?term=fire+as+she" target="_blank"><strong>Fire As She Bears</strong></a>, preferring it to Stormwrack, as it has more complete rules, better designs for combat mechanics (easy to define and design ships of any size and configuration), and an effective means for an entire PC party to participate in shipboard combat. Most ship combat rules are little more than an exercise between GM and the one player in the group into ship combat rules, where as FASB requires actions by the steering crew, the sail crew, the gun crew and the support staff - the entire party is involved to resolve ship's combat, and that means a much more immersive game.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 6657756, member: 50895"] The best published reference for undersea adventures, cultures and mechanics are the Alluria Publishing [B][URL="http://drivethrurpg.com/product/86538/Cerulean-Seas-Campaign-Setting?term=cerulean"]Cerulean Seas campaign setting[/URL][/B] designed for Pathfinder. Cerulean Seas have rules for water pressure, buoyancy, underwater combat, varying cultures based on biology and depth in water, as well as many incuded races and monsters of the deep - it is the best sourcebook for undersea adventures, published by anybody. If you're going to run an undersea campaign this is the definitive resource for such a game (I've got the book and use it extensively in my games.) For surface ship combat rules, I far prefer Razor Coast [URL="http://drivethrurpg.com/product/113418/Razor-Coast-Fire-As-She-Bears--Pathfinder-Edition?term=fire+as+she"][B]Fire As She Bears[/B][/URL], preferring it to Stormwrack, as it has more complete rules, better designs for combat mechanics (easy to define and design ships of any size and configuration), and an effective means for an entire PC party to participate in shipboard combat. Most ship combat rules are little more than an exercise between GM and the one player in the group into ship combat rules, where as FASB requires actions by the steering crew, the sail crew, the gun crew and the support staff - the entire party is involved to resolve ship's combat, and that means a much more immersive game. [/QUOTE]
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