[IC closed] Ghosts of Saltmarsh 5e Module

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Jul 29, 2024 1:08 pm
This is an interest check only, not a recruitment yet.
More than anything - I'm looking for inspiration to purchase the module, read it and spoil myself an opportunity to experience it as a player (actually, as much as can read GoS provides player an experience similar to what I've experienced as a player in a home brew campaign, so it would be as much of a loss)

I would be grateful for more than interest acknowledgment. Please share your thoughts on the following approach running a module on pbp: I would reward players willing to invest time and effort and read/analyze/post more (not necessarily more often but more) by two main tools:
1. Downtime happens in parallel to adventuring requiring players to read/post in several threads simultaneously
2. As game progress player may need to constantly revisit amount of information provided earlier

Details:
1. I am yet to learn what are the downtime activities suggested by module, but regardless of what module suggests I want players to be able to gather not only resources/money during downtime, but also information and your PC reputation/renown within each of multiple organizations operate in Saltmarsh. I want to create separate thread per player (or maybe even more) to give everyone opportunity to spend their downtime (i.e. in-game-time between adventures) individually. Your reward will depend on both dice roll and your choices/roleplay.

2. PCs are supposed to be Saltmarsh residents, so I assume we will not be playing Saltmarsh exploration. Nevertheless it's quite a town and they say there is a whole chapter on locations. I want to believe in each adventure (or most) players will benefit of the Saltmarsh location knowledge. And while assume each adventure will take at least a few months on pbp it would mean that you will need to dig through the location descriptions every time we start a new adventure.
Last edited October 18, 2024 6:54 am
Jul 29, 2024 5:12 pm
l actually would be excited by this if you decide to run this game. I don’t know much about the module itself (never read/played it) but the idea of lots of info that i can dig into/discover in downtime goes along really well with a character (gnome wizard) who’s always saying ‘Oh ooh, I think I’ve read about that!’ Then excitedly begins flipping through notes. Being able to actually flip through notes and find what she knows without just making a roll would be kind of fun and immersive.
Aug 2, 2024 2:11 pm
Hey there! I'd be interested in this module. No experience with it but it seems awesome. Quick questions about expectations since there would be multiple threads. Do you envision players posting once a day in each of the threads their character is engaged in? If its one narrative and one downtime thread, then that should be easy to handle if everyone knows what they're getting into going in.

I like the idea that downtime will happen in parallel as to keep the ball rolling narratively speaking, and I don't think having to revisit information would be a problem either. It might be helpful to have a shared world-building thread to make it easier to search for information with the assumption that the characters are sharing information as the game progresses.
Aug 2, 2024 2:32 pm
I am also interested in this module as the only thing I know about it is its a collection of old Greyhawk adventures tied to Saltmarsh. I will second the question about posting frequency as real time downtime would lead me to believe daily posting would be necessary for at least that thread?

Revisiting previous information seems to lend itself well to play by post so that should work very well in this kind of campaign.
Aug 2, 2024 6:21 pm
I would likely be interested as well, subject to posting requirements and whatnot. I presume I should not get a hold of this, right? :D. So long as you're willing to put in the work to inform us of what we should know as residents, that will work.
Last edited August 2, 2024 6:22 pm
Aug 2, 2024 7:26 pm
Posting frequency - this is just a vision and would be discussed in recruitment thread if/once I set it up, but I would prefer:

Game thread: no less than 3 per week and faster if all players can.
Each player personal thread would run as fast as player prefer (I would like to try to allow more active players has better chances to gain more benefits, but I would only be able come up with details after reading and analyzing the module). If one player posts 3 per week in his private thread, but another 3 per day - I see no problem with that.
Aug 15, 2024 9:37 am
Any more players interested in this one?
Give me few more player posts by the end of the week I will be setting the game up by the end of the month
Aug 15, 2024 1:14 pm
I’d be interested, but I have played through the original 1e modules, so if that’s a problem I’ll skip this one. As to your proposed method of play, with downtime occurring simultaneously with adventuring, I’m intrigued and interested.
Last edited August 15, 2024 1:18 pm
Aug 15, 2024 4:58 pm
Hello my friend, I am interested. Had to take a bit of time offline, but back now and can truly commit.
I would likely come with my rogue/swashbuckler, Landen. A smuggler looking to do good. If it benefits him.
The downtime rules are interesting, I could definitely play to that.
Cheers everyone.
Aug 19, 2024 5:39 am
This is postponed. I will probably repeat interest check in a few months.
Oct 13, 2024 8:07 am
Repeating interest check. I know Adam recently triggered quite some interest with his Ghosts of Saltmarsh game, but I believe that Adam's reputation were more important than the module.

Here are few more details, but please take a look at my first post for main idea:
- I'm not using 2024 rules just yet, game would use PHB 2014 + any source books up to 2024 (so you will be able to play your warforged who need no breath underwater, Owlin flying above water or Water genasi who may prefer swimming over walking, etc.)
- I welcome and even recommend this game to players with decent 5e experience. I hope to bring something new and exiting for veterans through options described in my first post
- I can't promise constant posting rate due to other games I'm running already. I will commit to do at least 2 game progress posts per week but would be answering questions and do other minor posts daily.
Oct 13, 2024 9:56 am
I would be interested in using the free 2024 rules on DNDbeyond. They include all classes but only 1 subclass.
So far as I have seen, and @Adam could perhaps confirm, the major changes as a GM would be that
- Exhaustion has changed for the better
- Inspiration has changed to an at-will reroll (common houserule everywhere)
- Martials have gotten an extra feature in weapon expertise

The majority of the changes are on the player side, not the GM side

But other than that its just as 2014 rules. Both systems should are compatible.

As for character concept I would be interested in playing a paladin

https://i.imgur.com/N2P8Pmv.jpeg
"Proud Paladin, previously a pirate, pledges to protect the people, punishing perpetrators with precision. Possesses piercing perception, patrolling ports and pastures, prepared for perilous pursuits. Passionate about penance, pursuing a path of peace, but perfectly capable of powerful prowess in battle."
Last edited October 13, 2024 11:13 am
Oct 13, 2024 10:21 am
Still interested, but as I mentioned earlier this year, I have some knowledge of the old 1st edition modules, having partly played through them. If that is a problem, I have no problem sitting this one out so someone else has an opportunity to experience these adventures…
Oct 13, 2024 10:23 am
runekyndig says:
The majority of the changes are on the player side, not the GM side
Yes. Nearly all the changes are on the player side. The new edition is all about giving the PCs more options.

What's changed for the DM:

* If you're the kind of DM who likes to check that players follow the rules, then you'll need to keep checking the changes for their spells/abilities or whatnot. Ain't nobody got time for that. Personally, I trust the players to communicate their abilities accurately rather than check up on them (aka laziness).

* Grappling/shoving rules have changed. I liked the old rules, but meh, whatever.

* Two new actions: Study and Influence. This codifies that players don't get to do those as free actions.

* Exhaustion rules have changed. They are simplified, and yes, I think the new rules are much better too.

* Inspiration is now how nearly everyone was running it anyway. It's a reroll.

* The DM might have to slightly buff their baddies to challenge the somewhat more effective PCs. But perfectly balancing encounters was never my strong suit anyway, so I won't pretend there's a science to it.

DnD 2024 is like a Tasha's or Xanathar's release where everything is on the player side, but with a few tiny rules tweaks that feel like house rules made official.

...but the fact that it's basically the same game cuts both ways. If the DM wants to use the 2014 rules then you're not actually missing out on much.
Last edited October 13, 2024 10:25 am
Oct 13, 2024 5:12 pm
@Adam thanks for rule analysis. But even more for making me think of what kind of DM I am. So
[ +- ] Me as DM: Personality and Background


@runekyndig did it help you to recall why you may not want to participate a game I'm DMing?
Oct 14, 2024 12:31 am
Interest check. Just wandered back onto this site; haven't played here yet but I have played a fair amount of PvP (Amber Diceless, 5e, Call of Cthulhu). More a role player than a puzzle solver, more interested in fun within the rules than minimaxing them.

Character concept: Young girl whose ship was destroyed is alive and doesn't know why. Fathomless warlock build focused around looking for a family to adopt; combat focused around tentacles with even Eldritch Blast reconfigured as tentacle slaps. Started two PvP games with this character but both times GM didn't make it through the 1st encounter before RL issues ended game.
Oct 18, 2024 6:53 am
OK this is officially closed. I will focus on my other games, no Ghosts for me

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