a shiprail or a seabox?


Skull & Shackles

The Exchange

So, I recall Mr. Jacbos mentioning somewhere that since CC and JR were very story focused, the next adventure paths will be much more loose and sandboxy - Shattered Star is far away but from what I heard it certainly fits that description. With an adventure Path like Skull and Shackles, it seems like it can go either way.
So, are we hitting the rail again, or returning for another year of sand boxing? I lean towards thinking that this is a sandbox in a similar fashion to Kingmaker (it has the same "rise to power" feel to it, for sure). So will we be exploring hexes again?

The thing is, I'm really not a sandbox person myself, and therefore had thoughts of maybe taking half a year off of my AP subscription (maybe switching for a modules subscription?). However something Mr. Pett said caught my attention - he compared his module, Wormwood mutiny, to another one I greatly enjoyed- Sea Wyvern's Wake. that had me wandering about the nature of the campign. Does a story lover like me has what to look for in this AP? to be clear, both Kingmaker and Serpent's Skull were not to my liking, at all (except for part 6 of Kingmaker and parts 1 & 2 of Serpent's Skull)


It's been stated that Skull and Shackles will be an "in between" AP: more sandbox than RotRL or Shattered Star, but less than Kingmaker or Serpent's Skull.

It sounded to me like there'd be room for exploration of a pirate-infested archipelago (or whatever), but enough rails to keep things from haring off in a half-dozen directions at once and keep the primary story moving along.

Paizo Employee Creative Director

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We've had enough backlash against overly sandboxy adventures (equal in amount, more or less, to backlash against overly railroady adventures) that going forward we're trying hard to do a good mix.

Skull & Shackles will indeed be one of these "in between" mixes of sandbox and rail, but the sandbox elements will be relatively limited to specific sections in parts of the adventures themselves, not so much for entire adventures and certainly not for the entire AP.

There are no hexcrawling elements, for example. And yes... if you liked "Sea Wyvern's Wake" for the ship elements, I suspect you'll VERY MUCH like "Wormwood Mutiny."

The Exchange

James Jacobs wrote:
And yes... if you liked "Sea Wyvern's Wake" for the ship elements, I suspect you'll VERY MUCH like "Wormwood Mutiny."

See now, with a single sentence you ensured the continuity of my subscription for another half a year, ath the very least :D

Savage Tide was the only adventure path I ran that lasted well into it's second half (the CotCT and LoF campaigns I ran halted because of real life getting in the way), and Sea Wyvren's Wake was easily our favourite module in it - it was the one we played in the longest, and we had endless awesome moments with it. Very excited about Wormwood mutiny now.


To add on to a more rail-ey AP, consider Zak from D&Dw/PS's Wavecrawl Kit, he links to some other saltbox setups too. I use it in my pirate campaign which I balance between plot and sandbox.

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