Rel
Liquid Awesome
I'm starting a campaign for the first time in almost two years and I'm totally excited about it!
We're playing WFRP2 and I think the system is going to be an excellent fit for the Fantasy Pirates of the Caribbean setting that I'm using. The party is going to have to find a way to make a life for themselves on the rough waters and even rougher islands of the Caribbean. Orcish War-Canoes, Goblin Pygmies shooting blowguns, Jungles full of Lizardmen, Sea Monsters, Pirate Ships crewed by Skeletons, Treacherous Tilean Merchants, Estalian Treasure Galleons bristling with Cannons, Buried Treasure, Sunken Cities...GAH! So many cool ideas that I can't even fathom them all!
The PC's are an eclectic and interesting lot (hardly surprising given the random generation methods of WFRP):
A Human Tomb Robber
A Halfling Bone Picker
A Halfling Scribe
An Elf Tradesman
An Elf Ferryman
Not a single one of them any great shakes at melee but when the pistols and cutlasses start coming out then they'll have to figure out how to survive!
I'm grinning an evil, RBDM grin at how I'm going to start them off in the game. The starting point is not so much a "railroad" as a "bullet train". However, as with a bullet train, the trip will be very short and then they canget off the train and stretch their legs.
That's another thing about this game is that I have absolutely no idea where it will lead. After the first session or so the PC's are going to have an unprecedented amount of control over their fates and lifestyle. There are so many possible angles the PC's can take that I am making no attempt to predict what they do. Will they be Pirates? Privateers? Merchants? Treasure Hunters? Will they avoid the sea and become Crime Lords and Fences on shore? All of the above? I have absolutely no idea.
The one thing I'm sure of is that my vision of this Fantasy Caribbean is so stuffed with great adventure ideas that I'll be able to find a way to make any choice exciting and fun!
We're playing WFRP2 and I think the system is going to be an excellent fit for the Fantasy Pirates of the Caribbean setting that I'm using. The party is going to have to find a way to make a life for themselves on the rough waters and even rougher islands of the Caribbean. Orcish War-Canoes, Goblin Pygmies shooting blowguns, Jungles full of Lizardmen, Sea Monsters, Pirate Ships crewed by Skeletons, Treacherous Tilean Merchants, Estalian Treasure Galleons bristling with Cannons, Buried Treasure, Sunken Cities...GAH! So many cool ideas that I can't even fathom them all!
The PC's are an eclectic and interesting lot (hardly surprising given the random generation methods of WFRP):
A Human Tomb Robber
A Halfling Bone Picker
A Halfling Scribe
An Elf Tradesman
An Elf Ferryman
Not a single one of them any great shakes at melee but when the pistols and cutlasses start coming out then they'll have to figure out how to survive!
I'm grinning an evil, RBDM grin at how I'm going to start them off in the game. The starting point is not so much a "railroad" as a "bullet train". However, as with a bullet train, the trip will be very short and then they canget off the train and stretch their legs.
That's another thing about this game is that I have absolutely no idea where it will lead. After the first session or so the PC's are going to have an unprecedented amount of control over their fates and lifestyle. There are so many possible angles the PC's can take that I am making no attempt to predict what they do. Will they be Pirates? Privateers? Merchants? Treasure Hunters? Will they avoid the sea and become Crime Lords and Fences on shore? All of the above? I have absolutely no idea.
The one thing I'm sure of is that my vision of this Fantasy Caribbean is so stuffed with great adventure ideas that I'll be able to find a way to make any choice exciting and fun!