Session 0

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Oct 6, 2022 11:58 pm
I like replacing drive with sail. I think I prefer leaving athletics alone and assuming all characters know how to swim. Then roll athletics when performing a difficult swimming feat (swimming in a storm, in heavy armor, for a long distance, etc).
Oct 7, 2022 12:13 am
Squadfather44 says:
I think we could start off collectively and then split off on our own.
Agreed. We should have some kind of notion of what all the others are playing so we don't step on each other's toes too much, but we don't need to collaborate on all the details.
Last edited October 7, 2022 12:13 am
Oct 7, 2022 12:14 am
Redcap says:
I like replacing drive with sail. I think I prefer leaving athletics alone and assuming all characters know how to swim. Then roll athletics when performing a difficult swimming feat (swimming in a storm, in heavy armor, for a long distance, etc).
That sounds good to me.
Oct 7, 2022 12:31 am
How does everyone feel about the weapon and armor ratings optional rule?
Oct 7, 2022 12:40 am
I don't need weapon and armor ratings, but I'm fine playing with it if that's what we decide.
Oct 7, 2022 12:50 am
I like the idea of keeping it small. Like 1 shift for having the guts to wear armor on a ship. And 1 shift for using any weapon. Maybe 2 shifts for a magical weapon. I’ve never used them so no strong opinions on my part.
Oct 7, 2022 1:46 am
Redcap says:
How does everyone feel about the weapon and armor ratings optional rule?
I don't think it would add much, especially if the numbers are small. Everyone who might need a weapon would presumably have one, so it would likely just be a flat +1 across the board—not very interesting. And if we get magic weapons or armor, modeling that as an aspect or stunt seems more appropriate.
Oct 7, 2022 10:46 am
On the subject of weapons, how set are we against cannons? It seems like if we assume that ships have artillery, that adds more options in ship-to-ship combat beyond boarding and fighting hand to hand.

But maybe the idea is that alchemist's fire is meant to take that role in this world.
Oct 7, 2022 11:19 am
Ships could also have mangonels to damage each other and ballista to kill opposing forces.
Oct 7, 2022 11:45 am
JoshuaMabry says:
Ships could also have mangonels to damage each other and ballista to kill opposing forces.
That's possible. Although those are ancient-era weapons. Not the sort of thing I associate with Age of Sail, you know?
Oct 7, 2022 11:59 am
JoshuaMabry says:
Ships could also have mangonels to damage each other and ballista to kill opposing forces.
I like that idea.
Oct 7, 2022 12:23 pm
callan says:
JoshuaMabry says:
Ships could also have mangonels to damage each other and ballista to kill opposing forces.
That's possible. Although those are ancient-era weapons. Not the sort of thing I associate with Age of Sail, you know?
I think they're on my mind because I'm playing in a Starjammer game, and that's what's used in that setting.
Oct 7, 2022 1:23 pm
We can leave-out weapon and armor ratings. To avoid penalizing characters who wear armor, I might rule that in this setting swimming in armor is not that difficult (could be compelled in difficult swimming situations, but in general you can swim in platemail). How does that sound?

Is everyone reading to start creating characters?
Oct 7, 2022 1:25 pm
JoshuaMabry says:
Sounds good to me. I'm all over the map with what I want to play. I'm thinking an orc with a secret past tied into the leadership of his tribes. He's a pirate and a reaver because he's been exiled from his people, many of whom want him dead, some of whom think he's the leader fortold to unite the tribes. I know that's a lot for small scale play, but I'm thinking of keeping his background firmly in the background unless we decide to make this a more global, less local story.
I like the concept, I don't think it's too much for local play. It would make things interesting by having various warlords want him dead.
Oct 7, 2022 1:25 pm
No weapon and armor ratings sounds fine. I'd like to go with the orc character I described. Do you think he fits in the setting?
Oct 7, 2022 1:26 pm
JoshuaMabry says:
No weapon and armor ratings sounds fine. I'd like to go with the orc character I described. Do you think he fits in the setting?
I like the character idea.
Oct 7, 2022 1:31 pm
I think we posted at the same time there.

I'm struggling with my High Concept and Trouble. I want him to have a temper, but I don't know if I want that to be his Trouble. I also don't think I want his heritage to be his Trouble because that would make it more prevalent in the game. I want his High Concept to integrate his noble savage background.
Oct 7, 2022 2:35 pm
Redcap says:
We can leave-out weapon and armor ratings. To avoid penalizing characters who wear armor, I might rule that in this setting swimming in armor is not that difficult (could be compelled in difficult swimming situations, but in general you can swim in platemail). How does that sound?

Is everyone reading to start creating characters?
Everything so far sounds good and I'm ready! Will post later this morning with some high concept / character ideas.
Oct 7, 2022 3:42 pm
Proposed character concept.

Erik "Stormcaller" Drake

High concept: "Vengeful Ex-Slave Stormcaller"

Mechanics: A magic user using the ‘Air’ discipline from the High Fantasy Magic Fate Core rules.

Background: Captured as child by corsairs, Erik saw his parents put to the sword before he was forced into a life of slavery aboard a pirate ship. As he grew older, a kindly fellow-slave named Tobit saw in Erik the spark of magic, and helped Erik kindle the nascent powers. In time, Erik became a wind mage, helpful to speed the travel of ships. In a ship battle, Erik turned on his slave owners and sided with the victim ship, finally finding a path to freedom. Today, Erik sails the seas, his vengeance sworn against all slavers on the high seas.
Oct 7, 2022 4:27 pm
@Dreamweaver Awesome sauce!
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