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What's your view on a pirate-driven campaign?
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<blockquote data-quote="Marc17" data-source="post: 9782549" data-attributes="member: 7054182"><p>I've planned two pirate campaigns in the last few years and ran one of them. </p><p></p><p>The first was certainly going to be inspired by Pirates of the Caribbean. Something similar to what the OP was planning it sounds like. Area with lots of islands. Main pirate port to base out of. A couple of Empires exploiting the islands to rob. I like interaction so there would be lots of dealing with the NPCs of the pirate port and even other factions, playing sides, and making friends and enemies. Some (magic) treasures to be stolen and lost. Probably a hidden city in a jungle filled with undead. Ship to ship battles would mostly be boarding actions with some prefixing missile fire and magic. Ships crew do not really get all that involved in the age of heroes. Each ship would basically have a party acting as its guardians that could be expected to be level appropriate for the treasure it carried. Never happened as with lots of adult gaming groups, everybody wanted to play, but nobody could really find the time.</p><p></p><p>Second one was shake down of the 5E24 ruleset and I went with Spelljammer and One Piece (and the Goonies). PCs hired onto a living ship called the Hawthorne and its captain, Norb. Norb was an excitable grandson of the pirate Blackjack Mac who had inherited his grandfather's hat. Inside was written a poem that would lead to a treasure, and prove his owner of his hat was worthy of it. To Braal to get supplies and find the map to the key. To do that they had to sneak into the palace garden and find the clues in a fountain. From there, it was to an asteroid to battle the traps and get the key needed to find the treasure. It was glowing visible inside boss skeleton chest (...dead man's chest, get it?) From there to another pirate port to level up (we went up two levels every game as we're testing the new rules and not planning on playing for more than five or six games) where everybody learned that Black Mac Jack's grandson was now sailing his old ship the Hawthorne. Friends and enemies appear. Some conflict with Astral Elves and Vampirates (whose real enemy is the Hawthorne as the living ship's treant does grow large hawthorne thorns suitable for staking vampir(at)es). For the final treasure dungeon, I ran them through the old school weirdness that was White Plume Mountains. Exit to battle with the elves, joined soon by vampirates, and then when the eye tyrant joined in, the PCs quietly sailed away while everybody was busy.</p></blockquote><p></p>
[QUOTE="Marc17, post: 9782549, member: 7054182"] I've planned two pirate campaigns in the last few years and ran one of them. The first was certainly going to be inspired by Pirates of the Caribbean. Something similar to what the OP was planning it sounds like. Area with lots of islands. Main pirate port to base out of. A couple of Empires exploiting the islands to rob. I like interaction so there would be lots of dealing with the NPCs of the pirate port and even other factions, playing sides, and making friends and enemies. Some (magic) treasures to be stolen and lost. Probably a hidden city in a jungle filled with undead. Ship to ship battles would mostly be boarding actions with some prefixing missile fire and magic. Ships crew do not really get all that involved in the age of heroes. Each ship would basically have a party acting as its guardians that could be expected to be level appropriate for the treasure it carried. Never happened as with lots of adult gaming groups, everybody wanted to play, but nobody could really find the time. Second one was shake down of the 5E24 ruleset and I went with Spelljammer and One Piece (and the Goonies). PCs hired onto a living ship called the Hawthorne and its captain, Norb. Norb was an excitable grandson of the pirate Blackjack Mac who had inherited his grandfather's hat. Inside was written a poem that would lead to a treasure, and prove his owner of his hat was worthy of it. To Braal to get supplies and find the map to the key. To do that they had to sneak into the palace garden and find the clues in a fountain. From there, it was to an asteroid to battle the traps and get the key needed to find the treasure. It was glowing visible inside boss skeleton chest (...dead man's chest, get it?) From there to another pirate port to level up (we went up two levels every game as we're testing the new rules and not planning on playing for more than five or six games) where everybody learned that Black Mac Jack's grandson was now sailing his old ship the Hawthorne. Friends and enemies appear. Some conflict with Astral Elves and Vampirates (whose real enemy is the Hawthorne as the living ship's treant does grow large hawthorne thorns suitable for staking vampir(at)es). For the final treasure dungeon, I ran them through the old school weirdness that was White Plume Mountains. Exit to battle with the elves, joined soon by vampirates, and then when the eye tyrant joined in, the PCs quietly sailed away while everybody was busy. [/QUOTE]
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