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Mages of the Caribbean--story ideas
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<blockquote data-quote="Pielorinho" data-source="post: 5222567" data-attributes="member: 259"><p>Mmm...the captured-and-get-hunted scenario is interesting, but if I use it, it'll be later in the campaign; I'd like them pretty quickly to get accustomed to the idea of working as pirates.</p><p></p><p><strong>Starfox</strong>, I definitely plan to play with the classic pirate tropes: buried treasure, attacking galleons, derring-do on the high seas, the life of the rebel, the bloody internecine battles among the pirates, the free pirate towns, etc. At the same time, they'll be dealing with the decided weirdness of Aztec Mexico and slave-trading Haiti. (Side-question--at this point in real history, Hispaniola had just begun to be settled by the French, and wouldn't formally be ceded to the French for another couple of decades. Should I push the French settlement up by several decades, or abandon French culture altogether there? I'm leaning toward the former, because nothing says Voudoun like a language that's a pastiche of French and Yoruba). </p><p></p><p>Your last idea, about the alliance and peace offering, is intriguing, but I'm not sure I understand what you're saying. Could you clarify this idea?</p><p></p><p>Also, I'm going to repeat the things I'm looking for. Y'all have some great big picture ideas, but at this point I'm feeling pretty comfortable about the big picture; the ideas I'd love help with at this point are little-picture details. So here's that repetition:</p><p></p><p>First session will probably happen in Seville, ending with PCs boarding the ship. Here I'd like fun scenes (not necessarily combat--this could be a zero-combat session), interesting characters (including ship crew, captain, fellow passengers, and people in Seville), that sort of thing. Definitely nothing that would take more than a session to resolve.</p><p> </p><p>Second session will involve the voyage, which should be pretty nonthreatening until that big scene. Ideas about life on a ship would be great, especially thoughts about sailor customs that could prepare the PCs for life in the Caribbean. Also, ideas about specifics for the attacking pirates would be great. I would like for everyone up to this point, except the PCs, to be non-supernatural, although they could work for supers or have items from supers or the like.</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 5222567, member: 259"] Mmm...the captured-and-get-hunted scenario is interesting, but if I use it, it'll be later in the campaign; I'd like them pretty quickly to get accustomed to the idea of working as pirates. [b]Starfox[/b], I definitely plan to play with the classic pirate tropes: buried treasure, attacking galleons, derring-do on the high seas, the life of the rebel, the bloody internecine battles among the pirates, the free pirate towns, etc. At the same time, they'll be dealing with the decided weirdness of Aztec Mexico and slave-trading Haiti. (Side-question--at this point in real history, Hispaniola had just begun to be settled by the French, and wouldn't formally be ceded to the French for another couple of decades. Should I push the French settlement up by several decades, or abandon French culture altogether there? I'm leaning toward the former, because nothing says Voudoun like a language that's a pastiche of French and Yoruba). Your last idea, about the alliance and peace offering, is intriguing, but I'm not sure I understand what you're saying. Could you clarify this idea? Also, I'm going to repeat the things I'm looking for. Y'all have some great big picture ideas, but at this point I'm feeling pretty comfortable about the big picture; the ideas I'd love help with at this point are little-picture details. So here's that repetition: First session will probably happen in Seville, ending with PCs boarding the ship. Here I'd like fun scenes (not necessarily combat--this could be a zero-combat session), interesting characters (including ship crew, captain, fellow passengers, and people in Seville), that sort of thing. Definitely nothing that would take more than a session to resolve. Second session will involve the voyage, which should be pretty nonthreatening until that big scene. Ideas about life on a ship would be great, especially thoughts about sailor customs that could prepare the PCs for life in the Caribbean. Also, ideas about specifics for the attacking pirates would be great. I would like for everyone up to this point, except the PCs, to be non-supernatural, although they could work for supers or have items from supers or the like. [/QUOTE]
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