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.

I'm gonna list some points about it, assuming we did this down the line.

Pros: Pirates are cool.

Muskets and cannons kick ass.

Booty + Looting without having to kill orcs.

Introducing spells and giant mosnters, lost islands, could be great fun.

No need to study every ancient culture, just rob their treasures.

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).

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.


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.