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[The Gamer] Dungeons & Dragons: 9 Tips For Running A Pirate Campaign
  • I have been running a pirate campaign for quite awhile and some that I would add are:

    • Be careful how evil you let the players get. Too much evil is difficult to run especially in civilized port cities.
    • I have allowed my players to learn new tool or skill proficiencies using downtime on the boat, there's a lot of traveling and this helps give them incentive to use the boat more.
    • Don't take away their boat more than once or twice during the campaign for narrative reasons, it gets old and they invest a lot of money and resources into it. If they mess up and lose or sink their boat, that's on them.
    • Make sure there's enough quests that need a boat, otherwise they might revert to old habits of traveling across land.
  • DMs, what are your favorite parts of running this game? Players, what are yours?
  • As a DM, I love when my players absolutely love or gravitate towards an NPC I made. So many times my players latch onto an NPC and it becomes their mascot. It also works really well as a tool for plot hooks or to give players engaging side quests to chase.

  • InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)AL
    all_or_nothing @vlemmy.net
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