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Why Play Spelljammer Over a Regular Pirate Campaign?
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<blockquote data-quote="overgeeked" data-source="post: 8615033" data-attributes="member: 86653"><p>Sounds awesome.</p><p></p><p>I disagree. </p><p></p><p>The basic premise & plot of the first book is: 1) the PCs are press-ganged by a pirate faction and put to work on a ship; 2) your ship attacks a merchant vessel; 3) you're assigned as part of the skeleton crew to take command of the stolen merchant vessel; 4) a storm runs your ship aground; 5) you're marooned on an island where you have to find missing crew and supplies before repairing your ship and getting off this rock, and; 6) you mutiny, because of course you do, and seize the ship as your own...free to sail where you will.</p><p></p><p>This is perfect Spelljammer. None of it is deflated by moving from the sea to space. After this book, you have a pirate faction on the hunt for you, you're on a stolen merchant vessel, your characters were designed from the start as wanting to be pirates and wanting to join this particular faction of pirates. </p><p></p><p>It's that last bit that's most important. The players signed up for pirates and the PCs are designed to be pirates. Player buy in keeps the PCs there and engaged. So the notion of "just sail away" vanishes. The faction and enemies the PCs make can do that, too. And will come after you. That works just as well in Spelljammer as in standard pirate games.</p><p></p><p>They're not exactly the same, no. But you can swap them. Some stuff is lost, yes, but other stuff is gained. The motivations and challenges laid out in that AP aren't drastically altered by switching it to Spelljammer...at least not the non-plane-hopping original version. I'm sure adding planar travel to the mix will throw things off.</p><p></p><p>Not at all. The PCs are still people. Often desperate people looking for a better life. That's a huge motivation. Or they're looking for adventure. That doesn't change when you swap the sea for the stars.</p><p></p><p>Not at all. "I'm broke and need money" will get people to sail hundreds of miles across the ocean in search of the unknown (just as it did in the real world), and it will still get people to sail millions of miles across the stars in search of the unknown (just as it will in the real world). You have access to grander motivations than that, certainly, but they're not required to be grand. Simple, common motivations still work just as well.</p><p></p><p>Again, not really. The same motivations that get people on one kind of ship will get them on any kind of ship.</p><p></p><p>Swapping the sea for the stars is a tonal shift, to be sure, but not a plot or character shift. The setting obviously changes, and with it a few elements change, of course, but it's not as wildly different as you're making out. It adds tension and drama, not removes it. There's more to worry about, not less. More things that can go wrong, more factions to cross, more dangerous environments to deal with, etc.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8615033, member: 86653"] Sounds awesome. I disagree. The basic premise & plot of the first book is: 1) the PCs are press-ganged by a pirate faction and put to work on a ship; 2) your ship attacks a merchant vessel; 3) you're assigned as part of the skeleton crew to take command of the stolen merchant vessel; 4) a storm runs your ship aground; 5) you're marooned on an island where you have to find missing crew and supplies before repairing your ship and getting off this rock, and; 6) you mutiny, because of course you do, and seize the ship as your own...free to sail where you will. This is perfect Spelljammer. None of it is deflated by moving from the sea to space. After this book, you have a pirate faction on the hunt for you, you're on a stolen merchant vessel, your characters were designed from the start as wanting to be pirates and wanting to join this particular faction of pirates. It's that last bit that's most important. The players signed up for pirates and the PCs are designed to be pirates. Player buy in keeps the PCs there and engaged. So the notion of "just sail away" vanishes. The faction and enemies the PCs make can do that, too. And will come after you. That works just as well in Spelljammer as in standard pirate games. They're not exactly the same, no. But you can swap them. Some stuff is lost, yes, but other stuff is gained. The motivations and challenges laid out in that AP aren't drastically altered by switching it to Spelljammer...at least not the non-plane-hopping original version. I'm sure adding planar travel to the mix will throw things off. Not at all. The PCs are still people. Often desperate people looking for a better life. That's a huge motivation. Or they're looking for adventure. That doesn't change when you swap the sea for the stars. Not at all. "I'm broke and need money" will get people to sail hundreds of miles across the ocean in search of the unknown (just as it did in the real world), and it will still get people to sail millions of miles across the stars in search of the unknown (just as it will in the real world). You have access to grander motivations than that, certainly, but they're not required to be grand. Simple, common motivations still work just as well. Again, not really. The same motivations that get people on one kind of ship will get them on any kind of ship. Swapping the sea for the stars is a tonal shift, to be sure, but not a plot or character shift. The setting obviously changes, and with it a few elements change, of course, but it's not as wildly different as you're making out. It adds tension and drama, not removes it. There's more to worry about, not less. More things that can go wrong, more factions to cross, more dangerous environments to deal with, etc. [/QUOTE]
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