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Mages of the Caribbean--story ideas
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<blockquote data-quote="Pielorinho" data-source="post: 5222589" data-attributes="member: 259"><p>Holy crap--again with the great ideas, Nifft! I'll go through these bit by bt.</p><p></p><p>Hmm...I'm not sure it'll ever come up what the Haitians want with the educated slaves, but if it does, I'm thinking that they're a special order for some supernatural group who needs administrators: they plan to brainwash (or turn, if the group is vampires) the intelligentsia and then take advantage of the skills.</p><p></p><p>Definitely in the cards to have some sort of tension in the pirate crew; I'd like the PCs to have every opportunity to take over the ship if they want that. The division between old crew and new crew might work well, or maybe it'll be slightly different: maybe the old captain was marooned for cowardice during a mutiny some weeks earlier, and with the strange events of the new captain's most recent foray (taking a bunch of hella dangerous mages aboard), some of the crew are questioning his judgment. This could lead to an interesting power triangle, in fact: the crew that's most interested in helping the PCs overthrow the current captain are those who are most loyal to the marooned previous captain, and may see a PC victory as a temporary good.</p><p></p><p>I like the idea of having an Infernalist (Nephandi by an earlier name) aboard, but I think I'd prefer for him to be sneaky, seeing a chance for fresh new recruits, or at least seeing a need to observe these dangerous newcomers to the region. If I build him as being very good at hiding his craft, including some sort of way of hiding from magical detection, he could become a great enemy-within adversary.</p><p></p><p>I like this idea, but would need to remove the anti-slavery position from it. From my reading, there's literally nobody before the eighteenth century who objected (in writing) to slavery across the board. I want to keep it that way: this is long before there was an abolitionist movement anywhere on the planet. The relevant metaphor might be the schism between Catholics and Protestants, i.e., salvation via the church, and salvation via individual faith (obviously an oversimplification; bear with me). The scientists believe that all humanity may be saved by joining their particular faith, and work harder than the Inquisition to make that happen. Each tradition basically believes the same thing, only they're willing, for the moment, to band together against the scientists, who appear to be winning that fight; as such, they bear lip service to the idea that paths different from their own are acceptable.</p><p></p><p></p><p>Yeah, magick is pretty far out there, and among most of the population, it's a call for terrified flight or else it's time to break out the torches and pitchforks and wards against the evil eye. Among pirates, though--well, pirates pride themselves on fearlessness and on not being tied to social norms, so they'll end up publicly being a lot more nonchalant about magic. Many of them will still fear and loathe it, however, and the PCs will watch their backs if they have a shred of common sense.</p><p></p><p></p><p>Could work--or I might save that for later, once the PCs are getting suspicious.</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 5222589, member: 259"] Holy crap--again with the great ideas, Nifft! I'll go through these bit by bt. Hmm...I'm not sure it'll ever come up what the Haitians want with the educated slaves, but if it does, I'm thinking that they're a special order for some supernatural group who needs administrators: they plan to brainwash (or turn, if the group is vampires) the intelligentsia and then take advantage of the skills. Definitely in the cards to have some sort of tension in the pirate crew; I'd like the PCs to have every opportunity to take over the ship if they want that. The division between old crew and new crew might work well, or maybe it'll be slightly different: maybe the old captain was marooned for cowardice during a mutiny some weeks earlier, and with the strange events of the new captain's most recent foray (taking a bunch of hella dangerous mages aboard), some of the crew are questioning his judgment. This could lead to an interesting power triangle, in fact: the crew that's most interested in helping the PCs overthrow the current captain are those who are most loyal to the marooned previous captain, and may see a PC victory as a temporary good. I like the idea of having an Infernalist (Nephandi by an earlier name) aboard, but I think I'd prefer for him to be sneaky, seeing a chance for fresh new recruits, or at least seeing a need to observe these dangerous newcomers to the region. If I build him as being very good at hiding his craft, including some sort of way of hiding from magical detection, he could become a great enemy-within adversary. I like this idea, but would need to remove the anti-slavery position from it. From my reading, there's literally nobody before the eighteenth century who objected (in writing) to slavery across the board. I want to keep it that way: this is long before there was an abolitionist movement anywhere on the planet. The relevant metaphor might be the schism between Catholics and Protestants, i.e., salvation via the church, and salvation via individual faith (obviously an oversimplification; bear with me). The scientists believe that all humanity may be saved by joining their particular faith, and work harder than the Inquisition to make that happen. Each tradition basically believes the same thing, only they're willing, for the moment, to band together against the scientists, who appear to be winning that fight; as such, they bear lip service to the idea that paths different from their own are acceptable. Yeah, magick is pretty far out there, and among most of the population, it's a call for terrified flight or else it's time to break out the torches and pitchforks and wards against the evil eye. Among pirates, though--well, pirates pride themselves on fearlessness and on not being tied to social norms, so they'll end up publicly being a lot more nonchalant about magic. Many of them will still fear and loathe it, however, and the PCs will watch their backs if they have a shred of common sense. Could work--or I might save that for later, once the PCs are getting suspicious. [/QUOTE]
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