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General Tabletop Discussion
*Dungeons & Dragons
What's your view on a pirate-driven campaign?
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<blockquote data-quote="Hussar" data-source="post: 9781251" data-attributes="member: 22779"><p>All I can say is more power to you. I've tried it. I've tried it in D&D repeatedly and failed. The amount of work that is required to do that sort of thing in D&D is too much for me. Sure, I suppose I could hand wave it, but, then, if I'm doing that, why bother using D&D? If I'm ignoring so much of the rules just to make something work in D&D, I'll use a different system that doesn't require me to handwave so much of the rules.</p><p></p><p>My advice? Stay small. Keep things manageable. 20 crew max. See, because in a Star Trek ship, you can ignore 390 of those crew 99% of the time because they are just part of the ship. You don't have to take actions from those 390 crew members because they are all just running the ship. The ship does most of the work here. It's not like you have 100 red shirts hanging around on the hull firing phasers at the enemy. But, in a sailing ship, those 100 red shirts are actually acting every single round of every single encounter. Sea monster pops up and immediately dies because you have a 100 archers. So, you use three or four sea monsters just to make it an interesting encounter, which then grinds on for the next hour and a half while the entire group checks out and starts staring at their phones.</p><p></p><p>I'm not really disagreeing that hard with your points about technology. You're very much not wrong. But, if you go down the road of Age of Sail, my advice would be to not use D&D at all.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9781251, member: 22779"] All I can say is more power to you. I've tried it. I've tried it in D&D repeatedly and failed. The amount of work that is required to do that sort of thing in D&D is too much for me. Sure, I suppose I could hand wave it, but, then, if I'm doing that, why bother using D&D? If I'm ignoring so much of the rules just to make something work in D&D, I'll use a different system that doesn't require me to handwave so much of the rules. My advice? Stay small. Keep things manageable. 20 crew max. See, because in a Star Trek ship, you can ignore 390 of those crew 99% of the time because they are just part of the ship. You don't have to take actions from those 390 crew members because they are all just running the ship. The ship does most of the work here. It's not like you have 100 red shirts hanging around on the hull firing phasers at the enemy. But, in a sailing ship, those 100 red shirts are actually acting every single round of every single encounter. Sea monster pops up and immediately dies because you have a 100 archers. So, you use three or four sea monsters just to make it an interesting encounter, which then grinds on for the next hour and a half while the entire group checks out and starts staring at their phones. I'm not really disagreeing that hard with your points about technology. You're very much not wrong. But, if you go down the road of Age of Sail, my advice would be to not use D&D at all. [/QUOTE]
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What's your view on a pirate-driven campaign?
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