Set Sail… For Adventure!

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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.

The Hook: (HA!) I was hoping to get some input from the players on this (on the talk page). Pirate empire? Seeking anicent lost treasure? Revenge for a fallen captain?

Rules: I'm almost 90% sure I will use a varent of the WHFRP system. Some changes are going to be slightly revised character paths and different starting skills based on where the character comes from.

Players will be able to pick someone from anywhere. Asia, Africa, Europe, Native American, Islander, Arabic, whatever.

Action Points: So far what I have in mind for this idea is as follows... You can use all your re-rolls for the evening to perform a feat of Swashbuckling... Swashbucklery? Anyway, you can spend all your re-rolls and whatever the action you take, you perform it. I'm not sure about this yet, as I don't know if we want these amazing things happening everytime, part of being a pirate is failing, and it makes for a good story. But I WILL put in a system to allow auto-success actions.

Reason for this is, while failing is good for a story, sometimes it makes for a great story if a character does something he has been building up to. I'm thinking of putting in a rule where the said action must be great, it must be witnessed by a number of people, this way it can't just be used for some mundane action. Again this is something I'm playing around with.




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.