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What's your view on a pirate-driven campaign?
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<blockquote data-quote="DeviousQuail" data-source="post: 9774259" data-attributes="member: 7025431"><p>For ship actions I think it's more fun for the players to do group rolls. Either additive against higher than normal DCs, average or median roll, or count successes. One way I saw it handled in another system was the player(s) can use their character abilities to aid a group roll only for their specific job on the ship. Otherwise they just rolled for the group check. It felt more like a team activity than most systems I've played with vehicle combat/exploration.</p><p></p><p>Specifically for D&D your ships need to have countermeasures. Elemental resistant wood, wands of mending, blink or ethereal shenanigans, traps against boarders, deployable fog clouds, and stuff like that. </p><p></p><p>Adventure ideas: </p><p>Defend against an invasion. Fight them at sea and then move toward defending on land. Whether it's against soldiers, pirates, or mythical beasties depends on you.</p><p></p><p>Make a sale/delivery in enemy territory. Honest ports aren't going to let pirates sell their goods openly. That doesn't mean there aren't buyers willing to deal. They probably pay better too. </p><p></p><p>Blockade runners. Probably better to hire pirates for the job. </p><p></p><p>Score of the century. Getting the info on the score, tracking them, planning on how you're going to steal it, actually stealing it, getting away, selling it, and dealing with the fallout. And not just stealing from other ships. Plundering something like The Vanishing Isle from <em>Aladdin and the Forty Thieves</em> sounds amazing, especially with the time crunch. </p><p></p><p>Pirate politics. Whether it's control of ports, pirate on pirate fighting, splitting the takings, romantic quarrels, or cockerel measuring contests. There's always something or someone causing a stir. Look to other media for inspiration. </p><p></p><p>Cursed objects. And not just something that a simple remove curse spell can undo. We're talking major badness like the coins from <em>Pirates of the Caribbean, </em>the corruption from <em>Moana, </em>or 99% of the stuff you encounter in Act 1 of the videogame DOS2.</p><p></p><p>Spirits, gods, and mythical beasts. Humanoids aren't the only ones running around. Especially in lands divided by vast stretches of water. Each island or region could be it's own little microcosm.</p></blockquote><p></p>
[QUOTE="DeviousQuail, post: 9774259, member: 7025431"] For ship actions I think it's more fun for the players to do group rolls. Either additive against higher than normal DCs, average or median roll, or count successes. One way I saw it handled in another system was the player(s) can use their character abilities to aid a group roll only for their specific job on the ship. Otherwise they just rolled for the group check. It felt more like a team activity than most systems I've played with vehicle combat/exploration. Specifically for D&D your ships need to have countermeasures. Elemental resistant wood, wands of mending, blink or ethereal shenanigans, traps against boarders, deployable fog clouds, and stuff like that. Adventure ideas: Defend against an invasion. Fight them at sea and then move toward defending on land. Whether it's against soldiers, pirates, or mythical beasties depends on you. Make a sale/delivery in enemy territory. Honest ports aren't going to let pirates sell their goods openly. That doesn't mean there aren't buyers willing to deal. They probably pay better too. Blockade runners. Probably better to hire pirates for the job. Score of the century. Getting the info on the score, tracking them, planning on how you're going to steal it, actually stealing it, getting away, selling it, and dealing with the fallout. And not just stealing from other ships. Plundering something like The Vanishing Isle from [I]Aladdin and the Forty Thieves[/I] sounds amazing, especially with the time crunch. Pirate politics. Whether it's control of ports, pirate on pirate fighting, splitting the takings, romantic quarrels, or cockerel measuring contests. There's always something or someone causing a stir. Look to other media for inspiration. Cursed objects. And not just something that a simple remove curse spell can undo. We're talking major badness like the coins from [I]Pirates of the Caribbean, [/I]the corruption from [I]Moana, [/I]or 99% of the stuff you encounter in Act 1 of the videogame DOS2. Spirits, gods, and mythical beasts. Humanoids aren't the only ones running around. Especially in lands divided by vast stretches of water. Each island or region could be it's own little microcosm. [/QUOTE]
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What's your view on a pirate-driven campaign?
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