6 PC's - Add more crew or make more less friendly to start?


Skull & Shackles


I'm getting ready to start running this and I'm trying to figure out the best way to deal with the fact that I have 6 PC's instead of 4.

I have seen multiple people post about adding additional NPC pirates to the crew, but I'm concerned about even more NPC's to keep up with and also explaining where the extra crew are sleeping.

The other thought I had was possibly making more of the crew hostile or unfriendly to start the campaign. I figure this way I don't have to add more NPC's but it will take longer for the party to get the number of crew members willing to support them they heed to try the mutiny.

Anyone tried this or have any thoughts?

JD


I've been running Skull and Shackles from the getgo with 6 PCs and haven't had any major difficulties.

Spoiler:
If you do a Search on this board you should find several other threads dealing with the situation, but at least in the first module generally all you need to do is beef up a few of the encounters (an extra thug or two in "Laying Down the Law", add a third Reefclaw to "Trouble in the Sun", and so on.)

Your idea of making more of the crew initially Unfriendly or Hostile is not bad, particularly if your party is heavy on Diplomacy types. (If not, you probably needn't bother.) Adding more crew is another possibility, but as you say will add more NPCs for you to track. I haven't found that to be necessary in my game.

As you get farther into the AP past the first module you may have to increase some encounters, but by that time you should have a good idea of your group's capabilities and have a better feel as to what kind of adjustments may be necessary. Read ahead, and plan as you go.

Have fun! ;D


My party going through book 1 was usually 5-8, and one time hit ten. While I didn't have to change the crew of the Wormwood, I did run more events like the the one in the bilge and crabbing for the captain - using different PCs as participants. I simply re-flavored them to different areas and critters. I think they even chased rats a few times.

I didn't have to do too much to the other books when my group stabilized at 3-5 and I made them run a few levels behind for a while to make up for Powder weapons.


we had a group of 12 PCs that dropped down to 8 recently and 2 of them are going to be busy next week. we have a modest party of 6-8 right now for most fights for the last book and a half.

but after S&S, we plan to do a bit of savage worlds.

weekly william overcompensates as if we had a 12 person party though because a certain barbarian keeps killing stuff in one round by pouncing.


Thanks for the suggestions everyone.

It looks like I have lost a player so will be at 4 to start and up to 5 when my last player joins, so I'm not as worried at this point.

JD

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