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What's your view on a pirate-driven campaign?
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<blockquote data-quote="CreamCloud0" data-source="post: 9782231" data-attributes="member: 7034710"><p>while sailing, encountering ships and navigating storms and sea creatures are an <em>essential part</em> of making a pirate/naval campaign a pirate/naval campaign i think that perhaps counter-intuitively, it is where you make land that is the most important to making a good campaign of it all, land is always your destination in one form or another, i think of One Piece and Wind Waker, although the sailing is important and how they get to where you're going it is the islands and the continents that the best parts of the adventures happen and people don't think of those media as any less sailing-focused for it.</p><p></p><p>i think perhaps it may be worthwhile to take some notes from the exploration pillar for your ocean navigation, adventure on land can be played as pretty standard but on the seas i think it is worth having your players try to fill in their own ocean charts by their own hand and make rolls to see they don't drift off course, you of course have the master map behind the screen with everything as it should be, all the islands, ports and shipping routes marked, and the random event tables, but i think exploring the horizon is one of the big draws to the concept of ocean campaigns.</p></blockquote><p></p>
[QUOTE="CreamCloud0, post: 9782231, member: 7034710"] while sailing, encountering ships and navigating storms and sea creatures are an [I]essential part[/I] of making a pirate/naval campaign a pirate/naval campaign i think that perhaps counter-intuitively, it is where you make land that is the most important to making a good campaign of it all, land is always your destination in one form or another, i think of One Piece and Wind Waker, although the sailing is important and how they get to where you're going it is the islands and the continents that the best parts of the adventures happen and people don't think of those media as any less sailing-focused for it. i think perhaps it may be worthwhile to take some notes from the exploration pillar for your ocean navigation, adventure on land can be played as pretty standard but on the seas i think it is worth having your players try to fill in their own ocean charts by their own hand and make rolls to see they don't drift off course, you of course have the master map behind the screen with everything as it should be, all the islands, ports and shipping routes marked, and the random event tables, but i think exploring the horizon is one of the big draws to the concept of ocean campaigns. [/QUOTE]
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What's your view on a pirate-driven campaign?
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