GM Mustache |
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I'm planning on starting a 2E conversion of skull and shackles, 8 player PBP game some time in the next six months.
To do this I am wrapping my mind around the systems I want to put in place.
I have written a Players Guide that addresses player backgrounds, a new skill called Navigation, Ship Combat, plunder, infamy, weather, and pirate settlements.
It is a work in progress, it is not perfect, and I am hopeful for the community to help with constructive feedback.
I have comments enabled so you can add them there, or here on this thread.
AnimatedPaper |
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Flagging to get moved to the "Conversion" forum.
Converting PF1 and 3.5 adventures is a pretty cool project, and there's plenty of like-minded folks. There's probably a discord for this AP specifically; that would be the forum (or the Skull and Shackles AP subforum itself) to check for such a thing.
Perpdepog |
Just reading through your post, I'd recommend against making Navigation its own skill. There are already things that interact with ships and ship combat, such as feats from the Pirate archetype, and they all run off Sailing Lore, so making a new skill would only defuse your party's ability to cover their bases.
GM Mustache |
Just reading through your post, I'd recommend against making Navigation its own skill. There are already things that interact with ships and ship combat, such as feats from the Pirate archetype, and they all run off Sailing Lore, so making a new skill would only defuse your party's ability to cover their bases.
Thanks for the advice! But I broke Lore (Sailing) down into about 7 different lores so it has other uses. When your whole game is about sailing, it is not useful to have something so general. For the pirate archetype, I will have to change that slightly, perhaps allow the pirate to pick one of those specific lores. I can add that in.
Castilliano |
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Just reading through your post, I'd recommend against making Navigation its own skill. There are already things that interact with ships and ship combat, such as feats from the Pirate archetype, and they all run off Sailing Lore, so making a new skill would only defuse your party's ability to cover their bases.
Yep.
Most of that was bundled together in PF1, so should likely remain so in PF2.I don't think the mechanical conversion will be that difficult other than determining specific treasure amounts (and I'm hoping to run this one too, perhaps next depending on player votes). What stands out is the EIGHT players. I do not have issues with GMing that many, but IMO the modules do.
I'd expand the maps, even for ships, and review a lot of the task-based obstacles, effectively doubling how many can be/need to be involved. So two winners instead of one, etc. It'd resemble running two groups concurrently.
GM Mustache |
In PBP, you can do fun things like splitting the party.
Ship combat can easily be done with 8 people, as there are so many options of things to be done on a ship.
When the group is on land or in a dungeon, I plan to have them split and explore separately. Paizo sized dungeons are also huge slogs in PBP, and splitting them in half, essentially, can make them go faster than the normal 6 months.
Boss battles can be run as a huge battle with everyone.
It makes sense to double the size of those areas that have everyone fighting at once.
Garfaulk Sharpstone |
Tha alls' lookin fairly thorough ter me! Nice work lad!
And if I know anyone who can handle a group that size, it's you lol. Breaking sailing lore down is interesting and makes sense for why, though couldn't navigation just be rolled into survival? They effectively do the same thing, just survival on the seas, though I suppose being in-land would be different. Very cool!