Difference between revisions of "Set Sail… For Adventure!"

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I want to know if people are interested in this or PA. If this, or if not this, why?  As in, doesn't seem like enough to do, just not interested in that kinda game, whatever.
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Alright, so here is what I'm thinking so far...
  
I'm gonna list some points about it, assuming we did this down the line.
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Again though, just putting ideas out there so this will be already to go when we decided to switch games or for if we can't run a game or something.
  
'''Pros:'''
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Ahem.
Pirates are cool.
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Muskets and cannons kick ass.
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So I'm thinking of having this take place in our world with a few changes.  The reason for this is making up an entire world and political powers would be really cumbersome, so why not just use the real world.  Reading up on pirates it looked like there was plenty of room for adventure then.
  
Booty + Looting without having to kill orcs.
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Some changes:
  
Introducing spells and giant mosnters, lost islands, could be great fun.
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'''The Occult:''' It exisits, spells and what not.  It is not very common but enough that people will buy trinkets and what not.  The further away from civilzation the better magic tends to work.
  
No need to study every ancient culture, just rob their treasures.
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I'm not really sure how widespread I want general occult crayness to be as I fear it make take away from the flavor.  I at least want to put in stuff like ancient treasures, undead, giant sea monsters, stuff like that.  I think the idea is that the world is not yet defined, and is becoming defined by those currently exploring it.
  
Would most likely use the WHFRP rolls, quick and easy, although I may expand these with the 40k RP rules (which are a bit more clean-cut).
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Expect the Catholic Church to be very active.
  
The characters would OWN their ship, not be bossed around by someone else.  Because of this adventures would not be forced most of the time.  But characters all have an interest in whatever ship they are using.
 
  
'''Cons:'''
 
Adventures may seem a bit limiting at first (go here, research that, loot that, extra).
 
 
Would need entire group to have over-all goal.  I don't mind characters having own goals, or sometimes fighting, but full player PVP is not fun.  Unless of course EVERYONE agreed to it before hand.
 
 
Maybe not everyones' cup of tea.
 
  
  

Revision as of 12:05, 15 April 2009

Alright, so here is what I'm thinking so far...

Again though, just putting ideas out there so this will be already to go when we decided to switch games or for if we can't run a game or something.

Ahem.

So I'm thinking of having this take place in our world with a few changes. The reason for this is making up an entire world and political powers would be really cumbersome, so why not just use the real world. Reading up on pirates it looked like there was plenty of room for adventure then.

Some changes:

The Occult: It exisits, spells and what not. It is not very common but enough that people will buy trinkets and what not. The further away from civilzation the better magic tends to work.

I'm not really sure how widespread I want general occult crayness to be as I fear it make take away from the flavor. I at least want to put in stuff like ancient treasures, undead, giant sea monsters, stuff like that. I think the idea is that the world is not yet defined, and is becoming defined by those currently exploring it.

Expect the Catholic Church to be very active.



Other Ideas: Things that can be done to change it up.

Air Pirates - Look up Skies of Arcadia, all the usual stuff but a bit more techish, steampunk like. The air pirates from Tailspin would be a good example as well.

Magic - As noted, introduce magic, but this would deffently be more like Conan or WHFRP magic.

Dune Pirates - PA + Pirates, you have a machine that like... goes on sand, or something stupid like that. I dunno, at this point throwing anything out there.