Owen K. C. Stephens Contributor; Developer, Super Genius Games |
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I am currently running Skull and Shackles with the party at 5th level. I am interested in using some of this material to expand the sandbox of The Shackles a bit. My group tends to like to wander from the main plot line, especially when the central conceit of the campaign is that they have a ship. What materials would be most useful for this? I'm definitely interested in the ship combat system. Would the supplemental adventures be useful?
I'm sure someone will say, "just run the whole mega adventure." But we have too many campaigns on our to do list to add one and we won't get back to pirates anytime soon.
Louis Agresta Contributor |
At 5th level I think you'll find the main Razor Coast book and Heart of the Razor most useful. Here's why: Razor Coast was specifically designed to be blocks of non-linear set-pieces and encounters that the book then guides GMs into self-developing into an instantiation of a Razor Coast campaign. Gah. That was a mouthful. Basically, it's been presented as a list of adventure options organized by level. You can scan chapter 2 at every level, easily find additional adventures that might interest your players, and it's been designed for you to abstract them into any campaign you care to build.
Some of it adheres to the core plotlines of RC and might not work or require more adaptation. After 10th level or so, those later adventure options may not work so well for enhancing your S&S campaign because they are more tied to the plot arcs of RC.
Heart of the Razor contains 2 low/mid level adventures and 2 higher level adventures you can plug into any campaign.
Hope that helps!
Louis Agresta Contributor |
Very helpful. Thank you. I hadn't realized that the main book wasn't just one big adventure.
It is and it isn't. It's a guided process/sandbox/toolkit designed to help you instantiate your particular 5th-12th level campaign, set in the Razor Coast world.
You could instantiate a campaign that is by-and-large included in the book, or you could instantiate something radically different.
Every adventure in supplemental material is marked and fitted for how you can choose (or not choose) to include it in whatever RC campaign you instantiate.
Hence, it can also be included in any other, non-RC campaign with minimal effort.
That was the design goal at least. I wish I was doing a better job of explaining... :/