TGS Guidelines

The following guidelines should be followed for The Greater Sea campaign framework. They will be updated as more issues come to mind!

  1. Each scenario is a one-nighter. That means 3-5 encounters depending on type and complexity.
  2. DM: Anyone can offer to write and DM the next scenario (or the one after), and can then get it ready. So, whilst the scenario’s have to be a bit flexible in terms of level, each DM has a really good idea of what level he’s writing for.
  3. Player: Each player (everyone, as its round-robin DMs) should generate a couple of different characters that they’d love to use in a group. Both have to be of different roles. Whilst you could create a thrid or fourth (of different roles, of course), for use in emergencies, we’re really concerned about how much it takes to get used to the very different powers and approaches.
  4. Whenever we’re doing a Greater Sea game, those coming should bring both characters and we make up a good group on the spot.
  5. At the end of every scenario, EVERY character gets the XP for that scenario. This includes the DMs non-playing characters AND the players other characters AND those of the players who couldn’t come. This means all the character’s level up together.
  6. Player: Whenever your character gets given a magic item, your other character gets a magic item of exactly the same level.
  7. All: Cash is normally used for magic items and is a group resource. If your character needs something, do negotiate for it with the othe rmembers of the group. often this may mean exchanginga magic item to gain a more powerful one.
  8. Superfluous items and healing potions are assigned to the party’s boat for use in the next adventure by whoever turns up.
  9. This is NOT FR or Eberron or anything else. No spellscars! And no map. There are just all these islands. Big islands, small one’s, jungles, deserts… it’s all fine. The islands could have come from almost anywhere, even the planes of elemental chaos!
  10. DM: If you want to have a major BBEG or plot hook behind your encounters, then fine – perhaps someone else will write encounters referencing him, too. Otherwise, you don’t have to have anyone like that, just a good, fun scenario. But don’t be precious abou the hooks and BBEGs: this is a co-operative framework and we expect it to be fluid. Look at The Inverted Keep for a Non-Player Character race and a NPC who are just inserted into the story, may be used again by the writer, but can be used by anyone.
  11. Player: If one of your characters dies, just create a replacement at the same number of XP and with the same level of Magic items. But the new character need not be anything LIKE the old one – everyone has a pair of characters so we can mix and match.
  12. DM: When writing a scenario, aim to balance treasure parcels. If you pick parcel 1, only pick parcel 2 or 3 if absolutely necessary. For an example when this is probably necessary, have a look at 1 Orcs of Sendtown Island where an orb and a flaming sword were awarded to try and make sure the PCs had something useful from the start.
  13. DM: Similarly, have a look at how much XP your adventure is awarding and match that to the parcels. For example, if you are using 40% of the XP for a level, then pick 4 parcels; if only 30%, then pick 3.
  14. Every 3 levels, we’ll have a look at the characters for the players who haven’t been able to come or for the DMs whose characters are lacking in magic items and grant them items as seems fair and reasonable.

Things to be assumed

There are a number of useful assumptions about equipment and skills.

  • A character has standard equipment at the start of the game. When a character dies, his replacement has the same level equipment and has the same gold as he did when he died.
  • The Greater Sea fleet has residuum readily exchangeable for its Ranger companies. A company need merely purchase some rather than be overly bogged down with arcane ingredients. For play purposes, unlesss specifically bought by an individual, this residuum is available to the group.
  • Oilskins are readily available in which discoveries can be wrapped to protect them from further deterioration. Likewise, sea-going atire and protection is on all the boats!
  • Characters have enough naval training to man their own boat competently.

TGS Guidelines

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