The Pirates of Penzantium (POP) campaign setting is done, and it was a blast to write. The content flew onto the sheets pretty quick, but one idea led to another and to another and so on... I had to be careful not to go overboard, though, as I really want a slender rule book. The only thing left to do is the Bestiary, which is a listing of all the beasts you find in/around the arkipelago (and probably should avoid!). It's an abbreviated description of the minons, not a lot of detail or stats.
I treated the campaign setting as a tropical tour guide. It's written with a breezy and casual style, similar to the WEGS 101 rules, and reveals the must-see, must-do things on the island of Penzantium and the surrounding isles. It's basically telling the players, here is what you can look forward to during your visit. There are so many options for them as there is an area/isle that covers just about every type of adventure possible: if they're looking for an encounter with the undead, head the ship toward the Zombie Isles, that sort of thing.
I'm treating the campaign aspect the way I would the Dungeons Or Dragons Player's Choice games we run at conventions: the bulk of the adventure is left up to the players' imaginations. The big question is what is it that their Arks want to see and do (just like a vacation, really). The players can anticipate the adventure that is about to unfurl, but as the content is up to the Kreator, they don't know what to truly expect. A huge part of WEGS is keeping the players involved at every step of the way. Giving them a campaign setting in the guise of a vacation tour book keeps it fun and accessible. Pick a destination and let the adventure begin!
Lots more on this topic later!
Thursday, June 19, 2008
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