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Steel_Wind
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Post subject: Azmyth's Skull and Shackles Campaign HQ! Posted: Mon Mar 12, 2012 11:11 am |
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Joined: Thu Jan 28, 2010 12:06 pm Posts: 556
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So last night, we did something that was quite ususual, even for us. We held a "crew audition" for our forthcoming Skull and Shackles game. First off, if you are wondering how we can be playing Skull and Shackles when it's not enen out yet... well, it is and it isn't. Venture Captains ifor Paizo's Pathfinder Society get .PDF releases of Paizo's forthcoming material early, so Azmyth and I both have PDF copies of Skull and Shackles first book, Ruchard Pett's The Wormwood Mutiny already (no, you can't have it -- don't even ask). We don't, however, have the Player's Companion for Skull and Shackles -- for the very good reason that it does not exist yet. That said, many of the mechanics for Plunder and Infamy that appear in the first volume of Skull and Shackles are discussed at some length by Azmyth so if you want to get a preview of how all of that is going to work in Skull and Shackles, you can view the session and take notes. So why did we do this? That's a complicated question and, as it turns out an even more complicated answer. After our experience with Kingmaker, Azmyth decided to do something a little different this time. In Kingmaker, the problem we had with the overall party makeup was that there were decisions made in terms of character selection which were made while certain players were not all at the table. As a consequence, we got a party which wasn't particuarly well balanced and which did not seem to integrate as well together as we would like. To address this, Az decided that we would "audition" characters at the table with one another and the players would vote on who made it into the crew. Initially, this was proposed as a "veto" over a character concept by other players, but was later changed to a "pro" vote for the character other players preferred. You present two characters that you are prepared to play. The OTHER players decide which one makes it in to the crew. Your rejected character becomes the back-up character in case the first choice of the other players dies and cannot be raised. So we gathered last night with two complete character concepts each to have the voted in -- or off -- the Skull and Shackles crew. The session was saved and is currently viewable on Twitch (the game relevant stuff starts about 25 minutes in). You can view it HERE for now. We will be posting this later to Archive.org for downloading and viewing outside of Justin/Twitch. Most particpants seemed to like the concept and it was certainly unique and nothing I have ever done before. Admittedly, there were aspects to it that were very cool. While the characters certainly wil be better role-played from this session, I personally think the concept as intially presented by Az was stronger then what this session ended up being and the process got hijacked and veered sideways along the way. The PCs presented are stronger characters -- but the crew balance in terms of character classes was hidden or glossed over by several players and I thnk we will have a very unbalanced party as a result. Some players don't care about this -- but I care alot about it -- A LOT . At least half -- and often two-thirds of an RPG session is about combat. Not being able to be effective in combat or being able to heal afterwards -- is a big component of the game. To stick fingers in your ears and sing la la la about this aspect of the game is a grave mistake, imo. Both mechanical balance and strong characters need to be present. One-side of the coin should not be sacrificed for the other side. You need both, imo. I personally would not use this method in my own games unless the class and mechanics were presented along with the proposed characters too. We saw only half the story in terms of the crew and my concern is that the party makeup will be far worse than it was in Kingmaker -- not better -- even if better roleplaying may emerge as a result. But those criticisms and deep reservations aside, I invite you to watch this session with keen interest as I don't think this is something that ANY of you have ever seen at an RPG sesson before. It is well worth watching to take away your own ideas from it for your own campaigns.
_________________ .Robert
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Nevarre
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Post subject: Re: Skull and Shackles Crew Auditions are COMPLETE! Posted: Mon Mar 12, 2012 3:36 pm |
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| Youngling |
Joined: Thu Feb 23, 2012 2:48 am Posts: 26
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Hi Steel I watched this with interest. The construction (however it occurs) of the characters - both classes and the background/roleplaying aspects - is very important for a campaign. What I've found about the Paizo APs is that they obviously have a particular 'vibe', atmosphere, or setting (obvious, but worth emphasising) so it's important that characters fit in with the purpose of the AP; or at least the players understand why characters don't and use that as a RP challenge. In my own game (which goes back decades, but most recently is focused on preparing for KM), the players work on covering the class bases (we need a fighter, a divine caster, etc.) but have collectively never gone into the detail that I saw in the auction. Personally I think there was a little too much detail before the game actually started (some of that stuff I consider better to come out in play), but I did take away from it the value of introducing characters and giving other players the opportunity to ask questions and develop relationships prior to the game starting. What came across is that it really makes people focus on the roleplaying aspects of their characters, rather than the numbers - something i applaud. The idea of auctiion is facinating though! I not sure I would do it for a my own game, but it certainly adds another dimension to the whole character generation process! 
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Steel_Wind
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Post subject: Re: Skull and Shackles Crew Auditions are COMPLETE! Posted: Mon Mar 12, 2012 4:07 pm |
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Joined: Thu Jan 28, 2010 12:06 pm Posts: 556
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That is audition, not auction.  I went through the same character background for my Red Wizard in Kingmaker. In each case, I try to leave a large mystery with multiple possibilities in it at the outset of the campaign. These aren't choices I get to make later; rather, they are mysteries that have answers that the GM decides. The backstory whe it comes to evil characters is even more important as there needs to be a reason why this guy thinks like he does, and why he thinks he is right in acting the way that he does. People have motivations, cookie cutter dugouts just have alignments. Don't get me wrong, alignments have a use -- especially for GMs. PCs? Not so much. They need to be true to themselves in a game where roleplaying is emphasized. Being one of nine pre-set concepts is pretty limiting. Alignments matter, but you aren't playing an alignment -- you are playing a character. I also had to sell the evil character to the rest of the players. As you could tell, there was a lot of resistance to an evil Tiefling cleric in the party. the back story is what explains the character -- not his alignment. evil characters do not always act evil; moreover, I thought it was important to sell the fact he is dedicated to his own philosophies of justice and resurrection, and not to a god. I would not want to play with a neutral evil character who has a god's agenda to fulfill. that sort of character is not a team player, will never be one and will lead to a sudden but inevitable betrayal. I won't play in those sorts of games. I will quit them in a heartbeat. I am inflexible on this. I game to have fun -- and that's nor fun for me. I think what we saw was great in terms of characterizations and backstories. On the crunch side? I think it is a hopeless muddle that we somehow are hoping that seven players can make up for. If so, that is more by good luck than good management.
_________________ .Robert
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Nevarre
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Post subject: Re: Skull and Shackles Crew Auditions are COMPLETE! Posted: Mon Mar 12, 2012 4:29 pm |
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| Youngling |
Joined: Thu Feb 23, 2012 2:48 am Posts: 26
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Steel_Wind wrote: That is audition, not auction.  Wut?! You mean you're not ebaying those bad-boys for money? I'm disappointed! Steel_Wind wrote: I went through the same character background for my Red Wizard in Kingmaker. In each case, I try to leave a large mystery with multiple possibilities in it at the outset of the campaign. these aren't choices I get to make later; rather, they are mysteries that have answers that the GM decides. The backstory whe it comes to evil characters is even more important as there needs to be a reason why this guy thinks like he does, and why he thinks he is right in acting the way that he does. I'm certainly going to propose my players go through this process when they make up KM characters. A really strong character story, and relationships between the PC, is really important for KM compared to a campaign with a strong plot from the outset I feel. Steel_Wind wrote: I also had to sell the evil character to the rest of the players. As you could tell, there was a lot of resistance to an evil Tiefling cleric in the party. the back story is what explains the character -- not his alignment. evil characters do not always act evil; moreover, I thought it was important to sell the fact he is dedicated to his own philosophies of justice and resurrection, and not to a god. I would not want to play with a neutral evil character who has a god's agenda to fulfill. that sort of character is not a team player, will never be one and will lead to a sudden but inevitable betrayal. I won't play in those sorts of games. I will quit them in a heartbeat. I am inflexible on this. I game to have fun -- and that's nor fun for me. I know what you mean. I myself have seen games implode when people have played selfish (and ultimately, evil) characters - this has happened mostly in Vampire RPGs in the past. In my experience evil characters are 'fun' to play in principle, but in reality they quickly tire because people over analyse what it is to play at being 'evil'. Alignments in any D&D based game can be too polarising in many peoples eyes, and whilst that is sometimes convenient (ie Tolkien - Orcs are always evil and unredeemable), in modern RPGs having Kobolds, for example, that aren't LE and can become valuable NPCs (I'm thinking your KM campaign here) can be a lot of fun and make players re-evaluate what good/evil is all about. Taking that approach isn't without risk though - since things quickly become shades of grey rather than the conveniant black and white in which, say, Paladins seem to exist by default. Personally I think the extremes (all 4 points of the alignment 'compass') should be a challenge to play appropriately.. Steel_Wind wrote: I think what we saw was great in terms of characterizations and backstories. On the crunch side? I think it is a hopeless muddle that we somehow are hoping that seven players can make up for. If so, that is more by good luck than good management. I agree on both points. It's fair to say though, is that you're going to have a fun time finding out whether it works either day - which I guess is kind of the point. I look forward to seeing how it pans out in practice!
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Krail
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Post subject: Re: Skull and Shackles Crew Auditions are COMPLETE! Posted: Thu Mar 15, 2012 2:05 pm |
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| Super Hero in Training |
Joined: Sat Oct 02, 2010 12:22 pm Posts: 78
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Interesting, a weird mix for sure. Maybe your boats name should be the "Ill Omen" with all the ladies, would've been better with the Ninja Black Cat. Glad that the Kraken got in, he should be fun/crazy. Its weird, the balance for evilness seems to be bards and small folk. I think you all could've done a better job of fluff and crunch. It's one thing to get into the groove of the RPing, but there should have been a bit more crunch talk, why the PC was going to work mechanically. Then you get a better idea of mechanical inner-workings. But 2 bards? That could be crazy.
What was the ship on the table at the begining? It looked really cool (and big). Not one of the Mega Bloks, is it? EDIT: Ebay makes me think it was the Maxim Wooden Scout Pirate Ship? Looks like it could have been. That seems to be a good candidate for the Hurricane King's Flagship, looks HUGE!
Floater: Brilliant Name. Would've taken the Ninja/Monk over farthing, just on a crunch party level.
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Steel_Wind
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Post subject: Re: Skull and Shackles Crew Auditions are COMPLETE! Posted: Thu Mar 15, 2012 2:59 pm |
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Joined: Thu Jan 28, 2010 12:06 pm Posts: 556
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The ship on the table at the beginning was a wooden ship model, intended to be a child's toy. We think it originates from the late 1960s/early 70s era. I am not sure if it was ever mass produced and may always have been a relatively unique (and expensive) arts/crafts style item. Azmyth picked it up off of Craigslist in the Bay area pior to Xmas for not a lot of dough ~ $20-30? It was well worth the price and to the best of our knowledge, it's unique - or certainly a low volume item.
If somebody sees it during one of our online sessions and knows where there is another "just like it", please let Az know where (and who you believe made it) as we would love to find out more about it.
It certianly IS big.
_________________ .Robert
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Krail
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Post subject: Re: Skull and Shackles Crew Auditions are COMPLETE! Posted: Thu Mar 15, 2012 3:08 pm |
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| Super Hero in Training |
Joined: Sat Oct 02, 2010 12:22 pm Posts: 78
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Steel_Wind
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Post subject: Re: Skull and Shackles Crew Auditions are COMPLETE! Posted: Thu Mar 15, 2012 3:34 pm |
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Joined: Thu Jan 28, 2010 12:06 pm Posts: 556
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Certainly does look like the one on Amazon to me. We will wait and see what Az has to say on the matter.
_________________ .Robert
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Krail
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Post subject: Re: Skull and Shackles Crew Auditions are COMPLETE! Posted: Wed May 02, 2012 2:49 pm |
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| Super Hero in Training |
Joined: Sat Oct 02, 2010 12:22 pm Posts: 78
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So you guys played your first session of S&S. How do you think it went? I watched the session on Justin TV and it seemed like a riot, maybe a little too much vomit going back and forth, but highly entertaining!
I'm looking forward to seeing how much trouble you all can get into. Also, did Azmyth finish his boat? I noticed he was using the flip mats/prints of the ship.
What do you think went well and what do you think could've gone better. I can guess the bard wished his Charms had worked, but besides that.
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zeronine
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Post subject: Re: Azmyth's Skull and Shackles Campaign HQ! Posted: Sat May 12, 2012 10:47 pm |
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| Super Hero in Training |
Joined: Mon Mar 14, 2011 2:38 pm Posts: 87
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Are you guys using any elements of Vincent Baker's Posion'd game for flavors and spice?
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Krail
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Post subject: Re: Azmyth's Skull and Shackles Campaign HQ! Posted: Thu Jun 14, 2012 10:34 am |
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| Super Hero in Training |
Joined: Sat Oct 02, 2010 12:22 pm Posts: 78
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Are you guys still alive??? Also the grumpyGM tv site doesnt seem to be posting your games. Is there something Im missing? I've been jonesing to watch more of the S&S game.
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Helaman
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Post subject: Re: Azmyth's Skull and Shackles Campaign HQ! Posted: Fri Jul 06, 2012 3:53 am |
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| Jedi Apprentice |
Joined: Fri Nov 14, 2008 9:23 am Posts: 317 Location: Sydney, Australia
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One of the gang had work issues so I think thats put a temporary stop to the gaming.
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Azmyth
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Post subject: Re: Azmyth's Skull and Shackles Campaign HQ! Posted: Fri Jul 13, 2012 10:58 pm |
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Joined: Sat May 22, 2010 8:33 am Posts: 250 Location: Northern California
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We played a session last night... I think it posted like normal. /shrug
Archer missed the game and said he was going to watch the vid to catch up.
The Captain got a taste for crabs and made the lads swim into a shallow reef to get some. Boarding Practice! Grappling Hooks and Drowning Birds. Miha & Corill raise to the surface as squad leaders. We are on the morning of the nineteenth day at sea, Gasher and Koren have been ordered to Bilge Duty.
(There was a warning about Bilge Duty and an Ambush...)
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LiL-Doobie
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Post subject: Re: Azmyth's Skull and Shackles Campaign HQ! Posted: Sun Jul 29, 2012 10:16 pm |
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| n00b |
Joined: Wed Jul 18, 2012 8:37 pm Posts: 1 Location: Ann Arbor, MI
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Watched the first installment of S&S CG. Was it just me, or did I miss something when the ship boarding took place? I was expecting to see a lot of opening salvos of cannon and musket fire exchanging hands as the ships drew near. Wood splintering, crew hands being torn apart, slipping and falling on deck due to blood and guts kind of stuff. Only after a proper prep fire then have the PC's make the dangerous "shimmy" across the waters under heavy mist and cannon smoke. Perhaps I missed why it was the way it was but the whole thing just fell flat!!
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Krail
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Post subject: Re: Azmyth's Skull and Shackles Campaign HQ! Posted: Fri Oct 19, 2012 1:17 pm |
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| Super Hero in Training |
Joined: Sat Oct 02, 2010 12:22 pm Posts: 78
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