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Shipbased adventure ideas needed
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<blockquote data-quote="funkysnunkulator" data-source="post: 3733541" data-attributes="member: 54963"><p>wow. this is a really open ended kind of question isn't it?</p><p></p><p>idea 1 - the laws have changed and now the cargo is declared contraband. cargo is necessary to perform some great good and now pc's are pirates.</p><p></p><p>this will give you a good excuse to introduce npc's from all sectors and will really give you a chance to evaluate your players. do they like fighting these guys or those guys? do they like the rules for oceangoing? are they interested in this plot or that plot?</p><p></p><p></p><p>idea 2 - nations are competing or at war. think england vs. spain. thier ships jumped each other regularly in order to diminish the resources of the other.</p><p></p><p>this will give you a chance to give the pc's a chance to work toward something larger than just the campaign. or smaller. they could just be contractors.</p><p></p><p></p><p>idea 3 - horror works best when unbelievers are faced with evidence that "it" actually exists... "you'd better believe in ghost stories now, missy, you're in one!!"</p><p></p><p>this is your chance to really set the tone for your campaign. ask yourself questions like "why are the pc's afraid of it". players sometimes tend to play as if undead and demons are just things to kill. why be afraid when there are gods around every corner, right? in a world with gods and magic, "it" is still scary. really scary. in the face of godpower, magic and weaponry, "it" is still scary.... there has to be a reason.</p><p></p><p>this will probably get you started. when you consider these types of game elements, the adventures tend to write themselves.</p></blockquote><p></p>
[QUOTE="funkysnunkulator, post: 3733541, member: 54963"] wow. this is a really open ended kind of question isn't it? idea 1 - the laws have changed and now the cargo is declared contraband. cargo is necessary to perform some great good and now pc's are pirates. this will give you a good excuse to introduce npc's from all sectors and will really give you a chance to evaluate your players. do they like fighting these guys or those guys? do they like the rules for oceangoing? are they interested in this plot or that plot? idea 2 - nations are competing or at war. think england vs. spain. thier ships jumped each other regularly in order to diminish the resources of the other. this will give you a chance to give the pc's a chance to work toward something larger than just the campaign. or smaller. they could just be contractors. idea 3 - horror works best when unbelievers are faced with evidence that "it" actually exists... "you'd better believe in ghost stories now, missy, you're in one!!" this is your chance to really set the tone for your campaign. ask yourself questions like "why are the pc's afraid of it". players sometimes tend to play as if undead and demons are just things to kill. why be afraid when there are gods around every corner, right? in a world with gods and magic, "it" is still scary. really scary. in the face of godpower, magic and weaponry, "it" is still scary.... there has to be a reason. this will probably get you started. when you consider these types of game elements, the adventures tend to write themselves. [/QUOTE]
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