| Post/Author/DateTime | Post |
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| redfinger6102-16-06, 01:53 PM | So I am thinking of an idea for a new campaign I want to start. I want to have a nautical based campaign in which the world is comprised of many smaller islands. I was thinking of giving the PC's a boat that they could use to adventure with. This can pose many problems that I have already thought of, I am sure there are more, and if you can think of them please let me know. So the way in which the boat was going to be given could be a point of intrest, I was thinking of the following; The boat is given to the party by a mobster type person, who takes 40% of the parties earnings(to pay back the price of the boat) and does certain "questionable" jobs at an extremly discounted price! Your basic Han Solo/Jabba the Hut scenario A second idea was setting it up that the players have come together, combined their resources, and purchased a boat, a very unseaworthy boat. So the first few adventures sould be them doing local adventures and jobs to get the funds to repair the ship. I know the Arms and Equipment guide has some rules on ships and such, but I was wondering if anyone else has done the nautical thing and what success/advice they may have!!! Red |
| LCD2YOU02-16-06, 01:57 PM | Just a few. Keep your head above water or you'll sink quickly. Games like these can become very stormy very quickly and players who think they're Jacque Cousteau(sp?) with band together and create squall lines between your game and real fun. So just ride the waves and don't set anchor on bad ideas. |
| redfinger6102-16-06, 01:59 PM | So your saying this is a bad idea? |
| LCD2YOU02-16-06, 02:05 PM | So your saying this is a bad idea? No. Sorry. I think it's a great idea. My first post was general advise that were steeped in nautical terms. A few things: Islands of mystery Islands where "normal" land lubbers dwell Mere-Folk Mere-Elves Deep-Trenches (where the Krakens live) Under water civilizations, different from above Underwater ship wrecks Sargaso Sea locals Atolls Barrier Reefs Resorts with beautiful women, Coronas and Mai Tai (sorry) And more Have those things really fleshed out first before you start. In all honesty while a shipwreck as a random encounter is ok, it shouldn't be the "Legendary Load of Gold from Skull Island". But have fun. It's a great idea I was giving advice, good advice, in a tongue in cheek manner. |
| The man they call Boxhead02-16-06, 02:37 PM | One simple point to make- if you give the PCs a boat for a campaign, tell them it will be a seafaring campaign and make sure they have appropriate characters, do NOT sink the boat in the first adenture. They will be unhappy (the 2nd adventure is fair game). If you have pirates, make sure they're near a shipping route, or people will wonder why they're there. |
| Gedrin02-16-06, 03:32 PM | I'm speaking as a DM who's currently running a nautical campaign that's been going about 18-20 months real time. Some interesting things to consider... The PC's will want to improve their ship. They will want to do this in the same way they want to improve their personal gear. Be ready for this. It's a good idea that some of the big port cities have dry docks for this sort of, very expensive, work. The fact that this sort of facility is needed to make major repairs is also a plus. Magic is an extraordinary asset. The mast is broken? Fixed. There's a 6 foot hole in the belly of the ship? Fixed. Two ships, one's a 3 mast brig 200 crew and the other is a 5 mast war galleon with about 400 trained marines and sailors, but the smaller ship has a single level 5 wizard, and the bigger has none. The small ship wins with a single fireball that anihilates the sails. Small islands aren't particularly condusive to industry or farming. Places that actually build things, make things, or have material resources, are very valuable. People go to war over this sort of thing. Most people are willing to pay a ransom to the pirates rather than risk their most valuable assets, their life and their ship. Most pirates would prefer safe and easy work, of ransoming ships at sea, to the dangerous and expensive (ship repairs) work of killing crews. A gargantuan sea monster can destroy most ships in the round it wins surprise. Use cautiously. The PC's need a home port. Be careful what resources they have at that port. The bigger the ship, the bigger the crew. Crews need pay, food, and things to keep them happy. They also need the occasional few weeks off at port. Weather is dangerous. Blown off course and lost is bad. There are others, but that's enough for now... |
| Lord Ian Stark02-16-06, 04:04 PM | I don't own it but WOTC put out a source book for water adventures. I'm not sure how good or bad it is and if it would help you or not. |
| ZaleusDessimus02-16-06, 04:17 PM | You would probably want to invest in a supplemental book called "Stormwrack", which contains a tremendous wealth of information for use in a nautical D&D campaign. A definite must-have! Geez, I sounded like a salesman just then... |
| Illion the Red02-16-06, 04:18 PM | Seafaring can be fun, but don't forget to emphasize the inherrent danger of life at sea. It doesn't matter that you have a +5 Greatsword of Dragonslaying when the ship is being tossed about in 70' seas and you have to hold on to the railing with all of your might just to keep from being swept overboard. The weather is much more important in a seafaring campaign than in a land-based one. Anyone who can influence or control the weather is practically a demigod at sea. Heavy Armor is for shore-use only. Large weapons often hit intervening objects while on a ship. Animal companions often are less useful at sea or on land (depending on where they come from). There is a whole world "Underwave" - and a whole set of different rules. There are, of course, pirates. Navigational hazards - whirlpools, waterspouts, mist-shouded rocks, etc... |
| redfinger6102-18-06, 12:54 AM | These are all GREAT ideas!!! Thanks everyone!! Here is a couple of thigns I have thought of; Starting the PC's at 3rd level as apposed to 1st, and limiting their starting $$$ in exchange for a boat that the groups owns and runs. Additionally, starting them at third will allow them to have some ranks in the needed skills to run a ship, ie carpentry, piot(ship), navigation, ect.. I was thinking of requiring them players to have a area of speacialization on the ship, a navigator, carpenter, ect..and then having at least 4 ranks in the needed skill. This the group can actually run the ship and make it all work. I had a funny idea for a water based monster, kinda your general "goblin" of the sea....I am going to call it a Sea Monkey!!!! and if any of you have played World of Warcraft, I will base them somewhat on Murlocs...I hate murlocs!!! As far as players using Greatswords and other such weapons, I was thinking of negating the damage done by the weapon, not the ability to hit w/ it. I do agree though that with all the rigging and such it would make combat difficult and interesting. I was thinking of using the class defense bonus system from Unearthed Arcana to help minimize dependency on armor while questing...I really want this campaign to have a "buccaneer"(sp) feel to it!!! Thanks again everyone for the input, please keep the ideas coming!!! Red |
| PSchirf02-18-06, 01:11 AM | Consider having a Ship Captain, Crew, etc and the like that doesn't include the party. The party can act as the ships defense, and can actually be in a command position in all matters except those which fall to the captain. Example: The Queen of the tiny land of Grigany has asked her cousin (party member) to take one of her five ships and travel the many islands of the great Dragon Sea in search of wealth to enrich and stories to enbolden the homeland. She expects the expedition to last three to five years, and wants the group to establish diplomatic contacts with: Greensmoke, the legendary "Friendly Dragon" of Snowpoint Isle The Cyclope King The Seven Princes of Worldsend The Centaurs of Sylvania The College of Mages at Stormwater Letter of Marque issued by the Queen permit the ship to attack any ships flying the flag of: Taldonia, Grigany's nearest neighbor and main rival The Snakepeople of Dragonskull The Blackorcs of Cragholm This gets the party out travelling from isle to isle, and also permits you to build some re-occuring enemy themes. The group can do everything from entering into speculative trading to investigating ruins on deserted islands. They may even turn ship-to-ship battles against old or new enemies into an effort to return with a fleet instead of one ship. |
| redfinger6102-18-06, 02:39 AM | Consider having a Ship Captain, Crew, etc and the like that doesn't include the party. The party can act as the ships defense, and can actually be in a command position in all matters except those which fall to the captain. Example: The Queen of the tiny land of Grigany has asked her cousin (party member) to take one of her five ships and travel the many islands of the great Dragon Sea in search of wealth to enrich and stories to enbolden the homeland. She expects the expedition to last three to five years, and wants the group to establish diplomatic contacts with: Greensmoke, the legendary "Friendly Dragon" of Snowpoint Isle The Cyclope King The Seven Princes of Worldsend The Centaurs of Sylvania The College of Mages at Stormwater Letter of Marque issued by the Queen permit the ship to attack any ships flying the flag of: Taldonia, Grigany's nearest neighbor and main rival The Snakepeople of Dragonskull The Blackorcs of Cragholm This gets the party out travelling from isle to isle, and also permits you to build some re-occuring enemy themes. The group can do everything from entering into speculative trading to investigating ruins on deserted islands. They may even turn ship-to-ship battles against old or new enemies into an effort to return with a fleet instead of one ship. Great idea, I would change one thing though, instead of having a party member be related to the queen, have the party be appointed by a cousin of the queen, that way the party can earn there way into nobility. I think directly related to the queen and having that kind of a contact at that low of a level would be too much power too soon. Your idea does give me some good thoughts though!! |