Bryan Stephens wrote:
That makes sense.
I have started.
http://www.seenar.com/doku.php?id=game_systems:pathfinder:skull_shackles:la dy_pirates
Is the link to the game and the group, All 18 or 17 year old young ladies using Roll20
If you haven't gotten to Book 2 already, I HIGHLY recommend letting your group decide whether to squib at Rickety Squibs (and thus follow the plot of Raiders of the Fever Sea) or travel to Lilywhite to be squibbed, and follow Plunder & Peril (the official alternate Book 2 of the AP).
This lets the AP feel much more "Open World" while still letting you control exactly which rail line they're on.
I've done this with my group, and even made notes about how the decision tree branches into Part 3 (if they follow Raiders, they eventually get their Letter of Marque from Kerdak as planned; if they follow Plunder and get the "good ending" from saving Lanteri, they get it from Tessa Fairwind after (secret DM Fiat) losing their tests in Book 3; if they kill her without knowing she's still alive, they get their Letter from Cerise Bloodmoirn! if they kill her knowing she's still conscious, they get their Letter from Grudd (who sends them on a hunting mission to take down Cyclops Jane as payment for it, and later a mission to help take down his ex-wife).
Also modified the Infamy track to be something more like a Light-Side/Dark-Side track in KOTOR, where the Infamy they gain is either Honorable or Dishonorable and depending on which is more prominent, they get different effects and Impositions available. It helps a lot when your party may want to follow a more "Pirates are Freedom-Loving Adventurers!" route like the Straw Hats, rather than be the more overtly villainous way the Infamy track seems to think you'll be (what with outright murdering crewmates and passengers to earn a tiny bit of temporary street cred & all...)