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<blockquote data-quote="Charlaquin" data-source="post: 9030751" data-attributes="member: 6779196"><p>I’d think someone familiar with the likes of Treasure Island, Cutthroat Island, and Errol Flynn’s work would easily recognize that, but glad you got there eventually.</p><p></p><p></p><p>Depends on how lost the treasure is, and what other stuff happens along the way to finding it.</p><p></p><p>I’m noticing a common element between this thread and your other one with the the exiled elf Princess character. Besides the reluctance to talk to the players, I mean. In that thread you also seemed to struggle to extend “petition the human kingdom for military aid” into a long-term campaign. If I may be so bold, I get the impression that you struggle with the notion of making a long-term campaign out the obstacles that come between the PCs and their long-term goals.</p><p></p><p></p><p>Why not? I mean, maybe finding some lost treasure or other by the end of every adventuring day would be a bit much, but there’s no reason a treasure has to be found by the end of a single adventuring day (again with the advice to make an adventure out of the obstacles that come between the PCs and their goals), and fundamentally there’s nothing wrong with episodic storytelling.</p><p></p><p>In addition to the Pirates of the Caribbean films (of which I reiterate, you should absolutely watch at least the first three, and more than that wouldn’t hurt), I also recommend you check out Pirates of Dark Water. Your players might not be familiar with it unless they’re on the older end of the millennial range, but it is a good example of episodic “high seas swashbuckling” storytelling. There are 13 treasures the protagonists are trying to find before the evil pirate captain Bloth does, and they only got 8 of them in the 21 episodes the show ran before it was canceled.</p><p></p><p>The third Pirates of the Caribbean film also had a “gather several treasures” framing device, where the protagonists and the antagonists were competing to assemble the “nine pieces of eight” (which were not actual coin fragments, but magical trinkets used in a ritual by the nine Pirate Lords many years ago) to summon the goddess of the sea.</p><p></p><p>Something along these lines may be beneficial to you as well. Sail to various islands full of mystery and danger in order to gather all the McGuffins before the bad guys do! Each McGuffin could easily take a month worth of adventuring to find under the best of circumstances, and with twelve of them you’ve got at least a year worth of campaign just “(trying to) find the lost treasure again” every session.</p><p></p><p></p><p>Yeah. Sail around, find and follow cryptic maps, explore mysterious islands inhabited by strange and deadly wildlife, dig up buried and possibly cursed treasures, fight other swashbuckling sailors with swords and powder-and-shot pistols, probably get attacked by at least one sea monster at some point. Fun, cool pirate stuff.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 9030751, member: 6779196"] I’d think someone familiar with the likes of Treasure Island, Cutthroat Island, and Errol Flynn’s work would easily recognize that, but glad you got there eventually. Depends on how lost the treasure is, and what other stuff happens along the way to finding it. I’m noticing a common element between this thread and your other one with the the exiled elf Princess character. Besides the reluctance to talk to the players, I mean. In that thread you also seemed to struggle to extend “petition the human kingdom for military aid” into a long-term campaign. If I may be so bold, I get the impression that you struggle with the notion of making a long-term campaign out the obstacles that come between the PCs and their long-term goals. Why not? I mean, maybe finding some lost treasure or other by the end of every adventuring day would be a bit much, but there’s no reason a treasure has to be found by the end of a single adventuring day (again with the advice to make an adventure out of the obstacles that come between the PCs and their goals), and fundamentally there’s nothing wrong with episodic storytelling. In addition to the Pirates of the Caribbean films (of which I reiterate, you should absolutely watch at least the first three, and more than that wouldn’t hurt), I also recommend you check out Pirates of Dark Water. Your players might not be familiar with it unless they’re on the older end of the millennial range, but it is a good example of episodic “high seas swashbuckling” storytelling. There are 13 treasures the protagonists are trying to find before the evil pirate captain Bloth does, and they only got 8 of them in the 21 episodes the show ran before it was canceled. The third Pirates of the Caribbean film also had a “gather several treasures” framing device, where the protagonists and the antagonists were competing to assemble the “nine pieces of eight” (which were not actual coin fragments, but magical trinkets used in a ritual by the nine Pirate Lords many years ago) to summon the goddess of the sea. Something along these lines may be beneficial to you as well. Sail to various islands full of mystery and danger in order to gather all the McGuffins before the bad guys do! Each McGuffin could easily take a month worth of adventuring to find under the best of circumstances, and with twelve of them you’ve got at least a year worth of campaign just “(trying to) find the lost treasure again” every session. Yeah. Sail around, find and follow cryptic maps, explore mysterious islands inhabited by strange and deadly wildlife, dig up buried and possibly cursed treasures, fight other swashbuckling sailors with swords and powder-and-shot pistols, probably get attacked by at least one sea monster at some point. Fun, cool pirate stuff. [/QUOTE]
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