Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
Mages of the Caribbean--story ideas
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Nifft" data-source="post: 5222561" data-attributes="member: 6562"><p>What good are educated slaves? They're good as <strong>teachers</strong>. (Nobody wants to trust them with real responsibility, but educating children? Feh, who cares about children? It's a time-honored use for smart slaves.)</p><p></p><p> - Make it very clear that there's a small core of "old crew" and a larger number of "new crew". The "old crew" are 100% loyal to the captain, the new crew can be swayed with magic or even well-made arguments. You can do this during the first session, when a couple of very hungover (new crew) sailors asks the PCs if they can direct them to "our new ship, wossit, the <em>Jesu de Nazarene</em>".</p><p></p><p>- The PCs ought to have several chances to interact with -- and do favors for -- members of the new crew. The old crew ought to be taciturn and inaccessible. Only the captain (& perhaps his first mate) has the skill to chat amiably with people he knows he's going to sell.</p><p></p><p>- The pirates attacking them <u>do</u> have a Nephandi (or whatever "bad mage" type exists in Sorcerer), but the bad mage doesn't particularly care to intervene until he sees the PCs use magic. He'll try to attack a single PC mage, but if he sees they have more than one, he gets VERY scared and runs off (in a magically-powered lifeboat or maybe he turns into a shark). The PCs will see him on the pirate ship, using a spyglass on them the whole time, until someone goes overt with their magic.</p><p></p><p> - Highlight the ambiguity of the "deist utopian" position. Perhaps with a very visible argument between two magicians overseeing a fireworks display -- and perhaps even the ambiguity of their view of slavery. Basically, one premise of Salvation is that it must be chosen (Free Will), while the program of the deist utopian tries to remove most choices ("for the good of the sleeping children, we ought not scatter their floor with knives").</p><p>- The slavery ambiguity issue can be a bit more clear-cut. There should be plenty of rhetoric about how "we are all slaves to the Lord", and how children must obey their elders... but slavery isn't enlightening or uplifting. That's the cold, cruel reality behind the rhetoric.</p><p>-- "Ah, my brother, but are we not both slaves to the Lord?"</p><p>-- "The Lord God, blessed be His name, does not rape my daughters."</p><p></p><p>The correlation between "science" (disempowerment of individuals) and "slavery" (disenfranchisement of individuals) is left as an exercise for the player.</p><p></p><p>I dunno how the PCs are going to interact with the scene, though. Maybe just type some of these set-piece scenes up & email them out before the game.</p><p></p><p> What's the standard reaction to overt magic in Sorcerer's Crusade? Is it "WOT THE BLEEDIN' BLUE BLAZEZ?!", by any chance? If so, the PCs may be able to cow the new crew and / or pirate crew remnants in fairly short order.</p><p></p><p>Maybe the bad guy mage ought to set fire to the pirate ship -- which is lashed to the PC's ship -- before turning into a shark. Or summon a giant, insane shark spirit. You know, some kind of a distraction.</p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 5222561, member: 6562"] What good are educated slaves? They're good as [b]teachers[/b]. (Nobody wants to trust them with real responsibility, but educating children? Feh, who cares about children? It's a time-honored use for smart slaves.) - Make it very clear that there's a small core of "old crew" and a larger number of "new crew". The "old crew" are 100% loyal to the captain, the new crew can be swayed with magic or even well-made arguments. You can do this during the first session, when a couple of very hungover (new crew) sailors asks the PCs if they can direct them to "our new ship, wossit, the [i]Jesu de Nazarene[/i]". - The PCs ought to have several chances to interact with -- and do favors for -- members of the new crew. The old crew ought to be taciturn and inaccessible. Only the captain (& perhaps his first mate) has the skill to chat amiably with people he knows he's going to sell. - The pirates attacking them [u]do[/u] have a Nephandi (or whatever "bad mage" type exists in Sorcerer), but the bad mage doesn't particularly care to intervene until he sees the PCs use magic. He'll try to attack a single PC mage, but if he sees they have more than one, he gets VERY scared and runs off (in a magically-powered lifeboat or maybe he turns into a shark). The PCs will see him on the pirate ship, using a spyglass on them the whole time, until someone goes overt with their magic. - Highlight the ambiguity of the "deist utopian" position. Perhaps with a very visible argument between two magicians overseeing a fireworks display -- and perhaps even the ambiguity of their view of slavery. Basically, one premise of Salvation is that it must be chosen (Free Will), while the program of the deist utopian tries to remove most choices ("for the good of the sleeping children, we ought not scatter their floor with knives"). - The slavery ambiguity issue can be a bit more clear-cut. There should be plenty of rhetoric about how "we are all slaves to the Lord", and how children must obey their elders... but slavery isn't enlightening or uplifting. That's the cold, cruel reality behind the rhetoric. -- "Ah, my brother, but are we not both slaves to the Lord?" -- "The Lord God, blessed be His name, does not rape my daughters." The correlation between "science" (disempowerment of individuals) and "slavery" (disenfranchisement of individuals) is left as an exercise for the player. I dunno how the PCs are going to interact with the scene, though. Maybe just type some of these set-piece scenes up & email them out before the game. What's the standard reaction to overt magic in Sorcerer's Crusade? Is it "WOT THE BLEEDIN' BLUE BLAZEZ?!", by any chance? If so, the PCs may be able to cow the new crew and / or pirate crew remnants in fairly short order. Maybe the bad guy mage ought to set fire to the pirate ship -- which is lashed to the PC's ship -- before turning into a shark. Or summon a giant, insane shark spirit. You know, some kind of a distraction. Cheers, -- N [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Mages of the Caribbean--story ideas
Top