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Sea Voyage Advice?
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<blockquote data-quote="Scott Christian" data-source="post: 8552703" data-attributes="member: 6901101"><p>PF's Skull & Shackles, while an AP has a great set of encounters, rules, and advice.</p><p></p><p>On a personal level, I think as a DM you can approach it a few ways:</p><ol> <li data-xf-list-type="ol">Have them run an adventure while on the boat. I know I wrote a one shot that detailed a sea voyage, complete with ghost, crew, mystery, and a golem in the cargo hold. It is a bit of a railroad, but the group found it entertaining, especially since they just thought it was going to be random encounters for ten days. It gave the voyage a unifying theme. </li> <li data-xf-list-type="ol">Random encounters. I still try to make it thematic depending on the area they are in. You can also use individual random encounters to push forward the PC's character arc. I was in a group once that had a druid use the time for her craft, another player spoke to a chance encounter with a pod of whales (speak with animals) at midnight under the stars, and yet another started a relationship with one of the sailors. All these pushed the character arcs forward. The druid learned something new about her potion making ability. The whale player used the encounter to create one of the pillars of his character - his main trait (from traits, ideals, bonds & flaws). And the PC would often get letters the DM wrote from their past love. Then at one point, the sailor showed up at the group's stronghold. </li> <li data-xf-list-type="ol">Narrative journey. Write a short and send it to them.</li> </ol><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8552703, member: 6901101"] PF's Skull & Shackles, while an AP has a great set of encounters, rules, and advice. On a personal level, I think as a DM you can approach it a few ways: [LIST=1] [*]Have them run an adventure while on the boat. I know I wrote a one shot that detailed a sea voyage, complete with ghost, crew, mystery, and a golem in the cargo hold. It is a bit of a railroad, but the group found it entertaining, especially since they just thought it was going to be random encounters for ten days. It gave the voyage a unifying theme. [*]Random encounters. I still try to make it thematic depending on the area they are in. You can also use individual random encounters to push forward the PC's character arc. I was in a group once that had a druid use the time for her craft, another player spoke to a chance encounter with a pod of whales (speak with animals) at midnight under the stars, and yet another started a relationship with one of the sailors. All these pushed the character arcs forward. The druid learned something new about her potion making ability. The whale player used the encounter to create one of the pillars of his character - his main trait (from traits, ideals, bonds & flaws). And the PC would often get letters the DM wrote from their past love. Then at one point, the sailor showed up at the group's stronghold. [*]Narrative journey. Write a short and send it to them. [/LIST] Hope that helps. [/QUOTE]
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