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I'm trying to make a campaign where the party is taking a sea route around the east coast from Alethkar to the Reshi Isles (pic related), and I'm trying to come up with stuff to fill in the gaps of travel time and the different visited locations. Give me some ideas for things to throw at the party.

Also general CosmereRPG thread
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>>96753014
>coffee table prestige rpg book that 50,000 people will buy
>1,000 people will actually read
>and 100 people will play
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>>96753014
Is it even out yet?
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>>96753596
It's been out digitally for a couple months, but the retail release isn't until next month, I think
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>not D&D
>not Pathfinder
Should have tried grafting it to a thriving RPG, by going off on their own this will never be mainstream.
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>>96753014
Terrible marketing, son.
Buy an actual ad
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>>96753014
But ignoring the retarded marketing angle, there are two ways to do this shit:
Either you hand-wave the entire travel, or do the Guns of Navarrone thing: a set of flash points that don't really feel like pre-sets, but simply exists as a threat to the mission.
But seriously, if the game you are trying to up-sell can't even provide a simple set of "what do do when maritime" table or even a side-frame, it's fucked.
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>>96754524
The rules are fine, I'm just generally shit at coming up with hooks and trying to fill in the gaps, and maybe find a commonality to tie them together into an overarching plot. The problem is that the campaign is supposed to be a sequel to an earlier oneshot whose plot has been resolved, and none of the existing PCs have very direct goals to weave into the journey, nor have they expressed strong preference in the type of campaign beyond sailing and travel.
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>>96754524
Which part "if the game doesn't provide the flimsiest of crutches, it's fucked" you didn't get the first time around?
>maybe find a commonality to tie them together into an overarching plo
Yeah, it's called sailing from point A to B, also know as a cruise.
>The problem is that the campaign is supposed to be a sequel to an earlier oneshot whose plot has been resolved, and none of the existing PCs have very direct goals to weave into the journey
Then skip the travel, you dumb shit. It's that simple.
Seriously mate, lobbing insults in your direction aside, how new to this hobby are you? Like man to man - you started recently or something? Because this is like ABC stuff of basic running, the sort of competence you get after 8-16 months of semi-regular games held to friends and shit.
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>>96754614
>>96755034
Fuck, and I ended up replying to myself.
Anyway:
If your players explicitly said they want maritime, give them just that. This is not rocket science. All it takes is either making it a one shot (preferable) with specific obstacles to overcome and fluid time, or a campaign of itself, where they have X stretches to travel through and you cover those, Sindbad-style.
You know who Sindbad is, right? And I'm asking 100% serious. Had a player recently who didn't know who Don Quixote is, so now I double-check on people.
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>>96755034
>>96755053
I know how to run a campaign, I've GMed for years. The difference is that every time prior has been me coming up with an idea for the campaign first and foremost at my own leisure, in a setting I made and had control over, had players make characters specifically for that campaign, and then made up shit as I went whenever I had a gap. It's the entire opposite approach now, it's a campaign that's been asked for because people want to play the new system and setting, with characters that already exist and I have to work around, and I want to do the setting justice and do more overall planning for my own sanity and satisfaction. Since THAT is new territory for me, I made the thread to ask for inspiration from people already familiar with the setting so I have some kind of jumping off point, because the threads and ideas I currently have aren't enough to tie together into something I'm satisfied with. Really, it's stuff to do in the different ports that will actually tie together that's fucking with me.
Also yes I know who Sinbad is, though only second-hand through parodies and references.
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>>96755621
>Translation: I'm super-fucking new and insecure about it.
Let's say I have a good day, even if I'm pulling a lung here from pneumonia.
So, bunch of rule of a thumb stuff, greenhorn:
>it's a campaign that's been asked for because people want to play the new system and setting
Read the system then, and make sure you get it and get whatever it is trying to do. I have zero familiarity with it, so you are on your own on this front, but if you can make a cheat-sheet out of a system for players, it means you get it. So try doing that.
>and I want to do the setting justice
This should be your literal last concern. Game takes precedence over established settings. Which is pretty much why it's so fucking stupid to run any established setting, especially one from a pre-existing media (at least game settings are usually designed for being game-able)
So this really is your least important concern.
>do more overall planning
You already have a plan: get group from point A to B.
The trick is to make it fun, and first and foremost ask yourself if this is campaign or one shot.
If one-shot, unironically watch first half hour of Guns of Navaronne. Great stuff for how to spice simple marine travel. Watch it whole, even better, because it's a great movie and fantastic teaching aid on making one-shots and short campaigns click.
If campaign, get yourself a children version of Sindbad, read it, reduce each of his adventures to a skeleton and see if you can either use any of those skeleton's for today session or maybe make your own in vein of that. That's coast looks jagged and full of islands, that's a self-wrting material

>1/2
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>>96755718
>2/3

>already familiar with the setting
Stop stressing about that, really. Unless you are running the game for people that are obnoxious fans of the books this is adopted from, you can run whatever the fuck, as long as it follows the general theme. In fact, the more vague you are, the more they will fill on their own. Which is probably the only advantage establishing settings have - people are already familiar with more or less what to expect.
>stuff to do in the different ports that will actually tie together that's fucking with me.
Doesn't have to be ports. Shouldn't even be ports.
Do you even sail? Like, actual sail, not "familiar with the concept, because I saw PotC as a kid". Having even basic sailing competence allows to live up this stuff from sheer experience. Ports are boring, and making it a checkpoint map from port to port is going to be boring. You can have sea encounters. You can have weird encounters. You can have random island, deserted or not, encounters. Hell, you can literally have island with ruins to visit and explore, then get tangled into something and quickly leave before the volcano explodes. This isn't rocket science. It's like basic random encounter shit.

Also
>though only second-hand through parodies and references.
The Quixote guy didn't even had that
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>>96755722
>3/3
Things to consider:
- can the system do maritime at fucking all
- does the setting lean itself in any way for that area (some entities from there, creatures, whatever)
- what's even the scale of the fucking world and how long that journey could take (not in terms of time, but sessions)
- what your players actually want out of this - not what they told you, but what they want; you know them, you run for them, so you should know that
- do you have any real goal for this beyond "this campaign right now", rather than it transitioning to the new thing once they arrive to point B

I know fuck all about this setting and I'm not going to do your homework on how to use it for your advantage. It's your job to see what's in the area covered by the red marker and how it ties to the one-shot/campaign material.
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>>96753596
It hasn't had a retail release, but people who kickstarted it got it a couple of months ago, and it's going to be available to purchase in a month or so.
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>>96755740
>what your players actually want out of this - not what they told you, but what they want; you know them, you run for them, so you should know that
This is a new group combo I haven't run much for, but I know for sure they don't want an entire campaign stuck on a boat exclusively stopping at places I'm pulling out of my ass like you're insisting I do. That's not why anyone is participating, myself or players. If we didn't care what I came up with, we'd be playing a different system, a different setting, literally anything else. Assuming you're actually trying to help as you're being a condescending jackass, and not that the reason you have pneumonia is from all the cum in your lungs from sucking your own dick so hard, note the fact that when I said the main tenants were "maritime" and "travel", not JUST maritime. More specifically, the players want to do a long-term campaign that visits as many noteworthy locations and regions in the setting as possible, by boat for ease.
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>>96756202
The problem with this set-up, however, is that every single one of these players plays passive as shit, and have no internal IC motivation to actually move from place to place, so there has to be a strong external force to get them places. However, all the current forces from the one shot and follow-up from before are super flimsy and liable to lose potency partway through
>one of the slaves the party freed are trying to get to point B specifically, but they could just get off at any point and be fine
>a magical assassin that attacked the party and an NPC, but he's only after a specific non-unique magic artifact, and would try an easier one before following them halfway across the world
>a noblewoman who's keeping away from their original location to hide from the above assassin, but would rather not head all the way north
If I just run things as they are without coming up with a more secure hook, things are going to fizzle out, and I'm trying to avoid that
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>>96756267
For added context, here's the current party
>Player A is playing a doctor, IC interested in the assassin, OOC the biggest excited autist about the setting
>Player B is playing a soldier-turned-slave-freed, comes from a travelling culture and just wants to see the world IC, OOC likes the setting and just wants an excuse to roleplay as their character and interact with people
>Player C is playing a mercenary son of a fisher who wants to "boatmaxx", is the biggest reason the campaign is going by ship. OOC barely interacts except to do "their thing", mainly wants to do the Windrunner fantasy of the setting
>Player D was playing a scholar trying to learn how to make the magic items of the setting, but they may not be present or even have the same character



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