Ridge |
You might want to keep an eye out, some of the existing Skull and shackles games have had a come of players drop out lately due to real life concerns etc, so it seems every week or two a new player is needed to replace them. It might limit your options (If they need a healing type and you don't enjoy those, you're out of luck frex) and start you in later in the AP than you might like, but otherwise there's a fair chance.
Poxymoron |
Indeed it looks like I AM "out of luck frex". I've tried that route as well and to no avail. I am wondering if S&S isn't as popular an AP as some of the others.
Moreover, there is such a shortage of DMs on the pbp boards. I suggest it is possibly because of the time commitment and the work involved. I've been party of so many campaigns that have fizzled out. Heck, I've even DM'd one that fizzled out. Paizo may need to look at creating some PBP dm tools to make things easier to track me thinks.
Ridge |
S&S was all the rage on these boards when it came out ,and the one I'm in I'm enjoying a LOT (So much so that I'd be tempted to join a second if allowed )and some of the APs being run are still going strong.
But yeah, I think the next 'big thang' is, understandably, going to be "Reign of Winter" when it finally comes out in Feb. Still, there are always those contrary folks who go against the tide, so maybe when four or more RoW games start up, someone will go for an older AP :)
Chris Lambertz Digital Products Assistant |
CrazyHedgehog |
2 people marked this as a favorite. |
Ahoy! I would be willing to GM this AP. To be honest, I've been dying to join a Skulls & Shackles game as a player as well, but seem to keep missing the recruitments. Had the same experience with the Serpent Skull AP, so since I couldn't get on a game as a player decided to run a game myself.
I don't have any of the modules in the Skulls & Shackles path, but I'll have a look in the new year, and perhaps get a game up and running at the end of January (if you can wait that long!). I can message you then to see if you are still interested. I'm currently running two games at the moment, "Serpent Skull" and "Red Hand of Doom" if you want to check my GMing style. I think I could manage to take on another game easily enough.
Now, if only someone was recruiting for a Legacy of Fire game!
Sior |
Ahoy! I would be willing to GM this AP. To be honest, I've been dying to join a Skulls & Shackles game as a player as well, but seem to keep missing the recruitments. Had the same experience with the Serpent Skull AP, so since I couldn't get on a game as a player decided to run a game myself.
I don't have any of the modules in the Skulls & Shackles path, but I'll have a look in the new year, and perhaps get a game up and running at the end of January (if you can wait that long!). I can message you then to see if you are still interested. I'm currently running two games at the moment, "Serpent Skull" and "Red Hand of Doom" if you want to check my GMing style. I think I could manage to take on another game easily enough.
Most excellent. Please keep me in mind if/when you decide to start this.
Andrea1 |
I think the honeymoon has ended with S&S. There were many recruitment threads and games starting up but the big thing that ended/slowed things down was the system of work-smooze-rum-punishment-etc that wore people down. I believe a number of groups spent months going through the Wormwood part and never hit Man's Promise or the later sections(I have seen 2 that have) The system worked good for tabletop but here it caused problems.
If you want to Dm/Play in a S&S game here, you should really ask around about how people have made changes to the system(Ask Tark the Orc and DM Immortal for instance)
Some things people have done;
1.Reduce the rum rations damage. 1d3-1 con gives the potential for damage without making everyone head to sleep to keep from dying. Giving them the option to water it down for just fatigue(No CON loss and no CHA gain) is also an option.
2.Get people introduced to the crew, do some talking, introduce the various systems. After a few in-game days start switching to the big events, passing over empty days and eventually skipping the whole rum deal unless someone really wants to drink.(They learn how to ditch without problems.)
Poxymoron |
Thanks for the tips Andrea. I for one have no idea what you are talking about since I haven't played the Path yet either by PBP or at the geek table so I'm not entirely sure what you are referring to. It sounds like the path has some of it's own rules sets that are an addendum to the actual rules? Or is it more of a mechanics thing? I find pbp games are quite a bit more RP heavy as that is easier to manage than the game mechanics overall.
I just wanna fulfill my lifelong dream of being a pirate!!!
Apocalypso |
Trying not to spoiler much so I'll speak in generalities. There are a number of checks the players need to do each day.-- Minimum 4, possibly 7 or 8. Future events (fatigue levels, npc reactions, etc) hinge on the outcomes. So it makes it very unwieldy to move the game forward. Even if 4 players post twice daily, you still end up waiting for the one player who only posts 1-2 times a week.
On a table top game, you could handle those rolls in moments. But in PbP, each day ends up taking 2-3 weeks to play. Apparently some GMs have developed work-arounds. Methinks I'll be consulting them posthaste.
Nylissa |
IIRC, there are three "stages" of each day.
First is the day, when players do their work and have the opportunity to wreak small havoc. (Job rolls, potentially 3?, if you get shafted and have to make saves, daily action rolls, possibly 2?)
Second is the evening, where everyone gets drunk and the bad little boys and girls get whipped. This, the game suggests, is a bad thing. Also, more opportunity for havoc.
Third is the night, when the greatest opportunity for havoc exists.
Each day of game-time, have each player announce what their plan is for the day, evening and night, and roll a dozen d20s. That should be enough to cover any eventualities that emerge in play. There's extra bookkeeping for the DM, getting the bonuses for each roll right, but the day of game time is done in a day of play time, and everyone can get on with role-playing and having fun.
The other thing that's hard about the first section is trying to make 20+ NPCs stand out as memorable individuals, without spending weeks roleplaying it all out.
CrazyHedgehog |
CrazyHedgehog wrote:Now, if only someone was recruiting for a Legacy of Fire game!Like this one?
Thanks! Have had a look.
Thanks for the tips for S&S. Am runnign through Smuggler's Shiv with a PbP group just now and we're finding the same. We've started glossing some of the checks and exploration part as really, the group just wants to get on to the next part.