
GM Espíritu |

I have always wanted to run a Nautical player focused game and I think PBP is the best place to do it.
so still working on a few things but wanted to see if any one even wanted to be part of this.
Also I really do like Gestalt games since it give a player so many more options to make a truly original character that they can enjoy playing but I will leave it up to this post to decide majority vote wins
Gestalt yes or no

CaptainFord |

Same with the others. Gestalt can be cool, I've found some options in Pathfinder synch remarkably well in gestalt mode (like a Soul Forger Magus and a Forgemaster cleric, ultimately leading into a forge-based Mystic Theurge). Truthfully though, I'm Yorick, I could go either way.
That said, I would love to have a part in something like this. Perhaps a human Oracle of Waves and a Sea Witch combo? Or a kobold viking with sorcerer powers?

Lilly |

I also am not a fan of Gestalt. Only find it enjoyable when there are too few players, which will not be a problem here. Tends to be too much role overlap when Gestalt is present.
Having said that if it goes standard PF, then count me interested, especially with my longtime unlucky half orc druid Lilly.

GM Espíritu |

as of now i was thinking of hawing player be new privateers, on their fist time at sea. i would be allowing any alinement some character flaws {gambling, lazy, a drunk, Ect.}
or allowing players to diced to mutiny, or anything, more than likely would have some under water parts. Maybe the players could go naval and take out pirates or the reverse.
ether way i would set the point buy at 15 or roll 3d6 drop one and re-roll ones...
since i would like the game to be far gritter

GM Espíritu |

would be cool if we were setttlers using the kingdom building rules
I don't know anything about the kingdom building rules ill have to look them up.
I have not yet had the opportunity to play a gestalt, but I am very interested in trying it out. So [b]yes[/I] to gestalt. Or if the vote ends in "no gestalt", would mythic be an option?
ok im sorry but I completely HATE mythic, the options are far to limited and every time I have played it it only really works well with core only rules...that's just my view on it I like the idea of it its just far too limited as it is right now.
ok so as of now the vote stands as
--------------------
gestalt-7
no-4
don't care-7
-------------

thunderbeard |

The popularity of Skull & Shackles as an AP (okay, not the most popular, but still played a bit) is plenty of evidence that there is interest in nautical games.
I'd say, though, "lawless merchant traders/open sea pirates" is a bit overdone as a theme. Maybe try something unexpected, like:
-Fighting Chicken's ideas sound interesting. A "waterworld" campaign where players chase tales of fabled dry land, or a game where people are on a riverboat/river pirates instead of the typical deep sea equivalents.
-A game that takes place at sea, but partially underwater. Players must be undines/merfolk/something else amphibious or high enough level to afford a Bottle of Air (3.0 had the almighty Lobsterfolk, which would be a hilarious use of the Race-Builder). Instead of just sailing around on a ship, players may do frequent travel by swimming, or have a boat that can submerge for periods at a time to avoid pirates hunt sea monsters.
-A 20,000 Leagues Under the Sea variant, where the players are fugitive on a special ship. Maybe they're just all good enough at crafting to highly customize the ship. Maybe it's a submarine, maybe it's an airship. Maybe it's a world with lots of airships, where airships can't fly that high and need to regularly land on land/sea to recharge their engines, and druids/rangers with flying companions serve as "fighter planes" that strafe enemies. Maybe the special ship is actually a friendly turtle dragon, or an underwater merfolk chariot towed by a giant whale.
-The kingdom building rules don't get very nautical, but they're relatively workable. A group of players trying to build an island colony could be neat, searching land and sea squares to find neighboring islands with resources as they settle an uninhabited archipelago and trade with its native races/fight the local monsters. An underwater kingdom formed for refugees from the fallout of a merfolk/sahuagin or skum/gillmen war could be kind of neat.

GM Espíritu |

this is great I am felling more of a game were the players are some kind of amphibious race and want to stop landers from traveling on the sea, maybe sink ships ...but a water world I always did like that idea. it's true a game were the players are stuck on a boat at all times can get boring of not handled right.
I liking this I want to gm a sea game this helps hammer out what I want to do....

GM Espíritu |

I have an idea that could be fun, the humans are purest and want to ride the world of magic already they have ended orcs, dwarves, and elves existence, and now a big part of them are trying to rid the world of sea based nonhuman humanoid species. so the players could be some of the unlucky few amphibious races that are trying to build a safe haven for others of their kind deep underwater. and to stop the mass murder of underwater / other amphibious creatures.

thunderbeard |

In that case, you may wish to give players a list of suggested amphibious races, since they're not all well known—for instance,
Aquatic Elves, which are just elves adapted to live underwater through magic (and might well be the only surviving elves in the world you described).
Seascarred Skinwalkers
Amphibious Undines
Merfolk (might be overpowered in an aquatic campaign and need some changes)
Gillmen
Wyrwoods (who, as constructs, have their own issues)
Although you may wish to invent your own lore for them, if you want a non-Golarion world with Gillmen, for instance.
And those are just the statted-by-Paizo races that can do it. The race builder gives underwater breathing as 2 RP, and swimming as another 2 RP—if you want the entire party to be underwater, you could potentially allow orcs/dwarves who have used magic to survive deep under the sea by allowing them to trade away 2 RP of racial features for gills, etc (like Kevin Costner).

Silverseabird |

The underwater race thing sounds awesome. Have you checked out cerulean seas? Could be useful for a campaign of this type.

GM Espíritu |

The underwater race thing sounds awesome. Have you checked out cerulean seas? Could be useful for a campaign of this type.
wow I have just read up on some of it and I like what I see so far I could use some of this. someone really should add that to http://www.d20pfsrd.com I like the 3d combat rules but I can't ask everyone to buy for the game, but I will use parts of it thanks for that.
@thunderbeard
thanks for the kingdom rules that would be a good way to give the players a way of making the safe haven for aquatic races, I like it

thunderbeard |

Neither a typical sea hag-changeling or grippli (despite being an amphibian) actually has the amphibious quality, but those might be good places for a bit of an RP substitution or addition depending on how the GM decides to run the world (replacing the changeling's claws and the grippli's camouflage, for instance).
Might make sense to see what general types of races are actually described as existing in the world, once recruitment starts.
I'm still holding out for using RP-buy to build a lobsterfolk, of course. (They're essentially aquatic centaurs from an obscure 3.0 splatbook, and are exactly what they sound like)
* * *
Oh! There's also the option of "lesser gestalt." You pick one class and gain all its features, BAB saves, HD, skills, etc. The second ("lesser") class only gives class features (spells, path abilities, bonus feats), and at the GM's discretion might not level up as quickly (so you might be a fighter 4/lesser wizard 4, or fighter 4/lesser wizard 2 because the gestalt is leveling up half as fast, at which point it just becomes a neat knack)

GM Espíritu |

I will be running an actual recruitment soon, this was mainly to help me gauge interest and to solidify my idea cuz usually when I GM in person I am able to build a better world what I have my player input. I had my longest homebrew games last when I just sat my friends down and said okay this is the requirements what do you want to do with your character.
and only in till i came on line to GM have i ever ran a AP, normally ever game i run is a homebrew. and those last as long as the players want hen too

GM Espíritu |

OK I have most of what I need and ether today or tomorrow I will post a recruiting thread. this is going to be really fun for me I love letting the old creative juices flow...^_^
OK as I see it it the heavy side is for gestalt with a equally big part good for ether so it will be a gestalt game hope to see you all dot in

Rook the crow |

This sounds like fun. At first I was thinking of using this awakened crow bard character (see profile), but if we'll be underwater then maybe a dolphin druid could be fun if you'd allow that.
Not familiar with gestalt, but I'm up for learning. I don't see the rules for it on d20pfsrd.com. Are they available somewhere else?