Here's the map for your next campaign setting
>>96755728World maps are irrelevant.
>>96755728Arr me laddies, we be settin' sail on the high seas! Anchors aweigh me hearties!
>>96755728Take it to the worldbuilding general.
>>96755776Generals are gay.
>>96755776I hate generals.
>>96755728Too much land
>>96755728im not engaging with your fetish centaur setting
>>96755781>>96755783How do you feel about admirals?
>>96755809Dryland's a myth.
Why are ocean worlds so kino?
>>96755776take yourself to the rope store and special order some steel cable so you don't get let down by your purchase
>>96756490>Why are ocean worlds so kino?Scratches the part of our collective genomic hominid brain that evolved in South East Asia.
>>96755833>Anon doesn't like generals because they're homosexual>"How do you feel about generals but in the navy?"
>>96756490The idea of sailing between islands with your party on a ship appeals to the sense of wonder and adventure, while evoking a variety of aesthetics ranging from age of sail pirates to vikings, and keeps things fresh by having the party able to constantly travel. From a gameplay standpoint, it provides the group with a mobile home base they will get invested in both narratively and in terms of game resources. It gives a great excuse to have varied locations and provides an easy means of doing adventure of the week style games, or at least contained mini adventures, by having the party sail from island to island doing various things. Perhaps one day they arrive on the island city state of Totally Not Venice and get involved in merchant guild shenanigans, and then next time they sail to the island of Lizard People Lovecraft Cultists, and then after untangling that mess of tentacles they sail to the Bay of Bodacious Beach Babes.