all_or_nothing

joined 1 year ago
[โ€“] [email protected] 3 points 1 year ago (2 children)

I have been running a pirate campaign for quite awhile and some that I would add are:

  • Be careful how evil you let the players get. Too much evil is difficult to run especially in civilized port cities.
  • I have allowed my players to learn new tool or skill proficiencies using downtime on the boat, there's a lot of traveling and this helps give them incentive to use the boat more.
  • Don't take away their boat more than once or twice during the campaign for narrative reasons, it gets old and they invest a lot of money and resources into it. If they mess up and lose or sink their boat, that's on them.
  • Make sure there's enough quests that need a boat, otherwise they might revert to old habits of traveling across land.
[โ€“] [email protected] 1 points 1 year ago (2 children)

As a DM, I love when my players absolutely love or gravitate towards an NPC I made. So many times my players latch onto an NPC and it becomes their mascot. It also works really well as a tool for plot hooks or to give players engaging side quests to chase.