So, Week 1 begins!
I have am easy start here, because I already have most of the concept in mind. I want D&D Does Pirates, rather than just a lightly-reskinned D&D game. The setting becomes an important part of that - it needs to be alive and vibrant, offering more opportunities than just dungeons.
Of course, there will be dungeons, I'm not a monster.
Remember, you can play along at home - visit Ray Otus' itch.io store and download the workbook (for free!) to get started!
Tasks
Get a Notebook
Easy, got dozens of them. I am using a cheapo sketchpad from Flying Tiger; gives me room to write, doodle, and the paper is thick enough to take any clippings or things pasted in without becoming difficult. I will also be using digital notebooks; I find OneNote is amazing for this sort of planning.
Develop Your Pitch
Now, I have some of this stuff already in mind, but let's get the out on paper;
- A Living Setting - a sandbox game is nothing without a vibrant, living setting. The world changes with your actions, or without them. Make alliances, break countries, forge a new path for your characters and the world they live in. Make history! Change the world!
- It's A Pirate's Life For Me! - this game will be fairly thematically focused. Be pirates, do crimes. Explore a new world. Get rich! Live in hard and fast, enjoying your freedom all while an oppressive Empire breathes down your neck. Tonally, I want it a little gritty and a little fun. Permanent injuries (cause we want an excuse for peg-legs), difficult fights, but a sense of camaraderie and fun as well.
- Alignment Isn't An Issue - Alignment doesn't work too well in a game of grey morals like this one. While there will still be Demons and Devils, people are just... people. So no alignments for the common man. Clerics might need to live up to Codes, like Paladins, instead of following their God's Alignments. Means there is plenty of wiggle room for corrupt churches, weird cults and fighting the "good guys".
- Technology and Magic Are Marching Forward - not only are black powder and cannon changing warfare, but the printing press is changing people's lives, while magic struggles to keep up with the availability and reliability of technology. Of course, that just means Wizards have to really pull out the weird and wonderful stuff to show they're still relevant in this new world.
- Anti-Colonialist - your players are fighting for a new world of their own, while The Empire wants to take your land from you. The setting has been hidden behind an unnatural storm for generations, and has only just been released. Now, refugees from a war caused by The Empire are settling here, exploring this new land, while The Empire sees an opportunity for greater domination. Running these sorts of games comes with a lot of unchecked colonialist themes, so being aware of them and working against them is important to me.
- Simple Mechanics, Lots of Choice - I will be using a homebrewed version of Blood & Treasure for this game. I don't want to get bogged down in complex mechanics; at the same time, I want there to be something. The ability to tweak classes to fit the new theme, and even to make my own, is a big selling point. B&T hits that sweet spot pretty well. It even advertises itself as "rules light, options heavy" - perfect for my needs.
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