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<blockquote data-quote="scourger" data-source="post: 1525759" data-attributes="member: 12328"><p><strong>here's a handy link to free Skull & Bones material</strong></p><p></p><p>KISS (Keep It Simple/Stupid)</p><p></p><p>I'll echo a couple of points from S'mon & Henry with my own example. I have a small game that I call Pirate D&D going right now. I decided to keep it as simple as possible by making it work within the rules presented in the core rulebooks. All I told the players was that they could use the base classes with no "flashy" magic. I use the renaissance firearms rules from the DMG. Craft (shipmaking) and Profession (sailor) skills cover anything nautical they do. Weapons don't change; I just use scimitar stats and call it a cutlass. They wanted armor, so I decided leather or breastplate was probably still available. They understood and made 2 fighter/rogues and 1 priest. That's pretty much it. </p><p></p><p>For the first adventure, I downloaded free Skull & Bones material from Green Ronin's website. There is a free adventure and a bunch of maps that I used. I just ignored parts of the NPC's stats that didn't gel with the core game and went on with the game! Here's a link:</p><p></p><p><a href="http://www.greenronin.com/cgi-bin/product.cgi?prodid=1018" target="_blank">http://www.greenronin.com/cgi-bin/product.cgi?prodid=1018</a></p><p></p><p>The little game was such a hit that I bought the book. It really is good, even if--like me--you don't plan to use a lot of the "crunchy" new rules. I'll probably just use the setting information and some of the rules for naval warfare. The next adventures will be published modules adapted as painlessly as possible, so the game needs to stay as close to the core as possible.</p><p></p><p>Good luck with yours.</p></blockquote><p></p>
[QUOTE="scourger, post: 1525759, member: 12328"] [b]here's a handy link to free Skull & Bones material[/b] KISS (Keep It Simple/Stupid) I'll echo a couple of points from S'mon & Henry with my own example. I have a small game that I call Pirate D&D going right now. I decided to keep it as simple as possible by making it work within the rules presented in the core rulebooks. All I told the players was that they could use the base classes with no "flashy" magic. I use the renaissance firearms rules from the DMG. Craft (shipmaking) and Profession (sailor) skills cover anything nautical they do. Weapons don't change; I just use scimitar stats and call it a cutlass. They wanted armor, so I decided leather or breastplate was probably still available. They understood and made 2 fighter/rogues and 1 priest. That's pretty much it. For the first adventure, I downloaded free Skull & Bones material from Green Ronin's website. There is a free adventure and a bunch of maps that I used. I just ignored parts of the NPC's stats that didn't gel with the core game and went on with the game! Here's a link: [url]http://www.greenronin.com/cgi-bin/product.cgi?prodid=1018[/url] The little game was such a hit that I bought the book. It really is good, even if--like me--you don't plan to use a lot of the "crunchy" new rules. I'll probably just use the setting information and some of the rules for naval warfare. The next adventures will be published modules adapted as painlessly as possible, so the game needs to stay as close to the core as possible. Good luck with yours. [/QUOTE]
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