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Post by greentongue on Dec 7, 2010 6:45:41 GMT -6
Would a merchant ship be a good place to start new players in your opinion? Do you think the original rules provides enough detail to support it? (Really ... how much do you need?) Is a diverse character mix easier or harder with a ship as a backdrop? Would a series of port calls be adventurous enough? =
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Post by foxroe on Dec 7, 2010 10:02:46 GMT -6
That's pretty much the formula for Traveller, so I don't see why not. You will however be making up quite a bit of cultural details for each port of call if you plan to rely on just the original EPT material (but that's not necessarily a bad thing IMO).
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Post by ckutalik on Dec 7, 2010 10:35:55 GMT -6
I just got the Mark Pettigrew collection of EPT articles and there is an excellent one on running a nautical campaign. Makes me want to do one for my own D&D campaign in fact.
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Post by thetekumelproject on Dec 30, 2010 12:49:17 GMT -6
Send them on a mission to Tsolei or Haida Pakalla - both of which are dangerous ports of call w/o even thinking of how you get there. Then there are Hluss, Akho, Pirates...
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Post by thorswulf on Dec 30, 2010 15:37:02 GMT -6
La, then there are those infernal foreigners in Livyanu, and Muugalavya to contend with as well..... We played a a campaign where the characters went to sea to escape from the clutches of prince Dhiuchine. Why we did that is a long Story in and of itself.... Regardless the Hlyss were a minor problem compared to the mighty Sro who landed on our ship because it took a shine to our black Sro figurehead. Then there were the hordes of Tsoggu... poor Mike to this day has all of his torches socket into a mace.....
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Post by thetekumelproject on Dec 31, 2010 19:18:53 GMT -6
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Post by greentongue on Dec 31, 2010 20:50:07 GMT -6
Yes, good inspiration. =
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