Avast, me swabbies, bilge-rats, scallywags, and salty dogs of every stripe! A new campaign has appeared on the horizon.
The System: Knave 2e
The Setting: The Bottled Sea
Session 0
Everyone made a starting character, a backup character who is somewhere out there in the Bottled Sea already, and an NPC that had some sort of relationship to their starter character. Characters could be from anywhere in time and space, even from different realities. And because this is a nautical hexcrawl (a "saltbox"), I asked everyone to come up with short-, medium-, and long-term goals to drive their explorations.
Knave characters are very light and quick to create, although I screwed up the character generation session by letting everyone work on their own and create their characters independently. This resulted in some people finishing very quickly and then getting bored, while others got caught in creative blocks and never entirely finished. Next time, I'll as everyone to go around in a circle and generate each aspect one at a time, so they're all building their characters together, and aware of each other's characters as they go. I also made all the random generation possibilities that Knave offers optional. Next time, I'll ask people to roll the random gen stuff first, and then give them the choice of accepting it or not. That should prevent a lot of creative paralysis.
The Crew
- Danny Milke, WWII sailor with a baseball bat
- Heloise Cobblebury, 1885 librarian/folklorist/spy
- Jacqueline "Jack" Faircroft, 1960's archealogist, searching after an ancestor's legend
- Rem the Custodian, elemental servitor of the Bottled Sea itself
- Jerimiah "Buck" Buckthorpe, Bounty Hunter from the Wild West
Knave awards XP based on gold hauled up from the Underworld. There won't be a lot of that in a setting that is both aqueous and barter-intensive, so I cobbled together an alternate system.
The Bottled Sea Advancement
XP are granted for exploring new Hexes. Hexes increase in value by 100 XP over the previous Hex until the party takes a Rest.
1st Hex | 100 |
2nd Hex | 200 |
3rd Hex | 300 |
XP are granted for the resolution of Goals. After a goal is resolved, the player should create a new one.
Short-Term Goal | 250 |
Medium-Term Goal | 1000 |
Long-Term Goal | 10,000 |
NOTE: I have no idea if the above values are right or not. They're a starting point, and I'll adjust as I discover what seems like the right pace of progression as we go on.
At the end of each session, the GM will tally up all XP earned and divide them among the players present for that session.
Level | XP Total | HP | Title |
1 | 0 | 1d6 | Wretch |
2 | 2000 | 2d6 | Bilge Rat |
3 | 4000 | 3d6 | Groggy |
4 | 8000 | 4d6 | Rascal |
5 | 16000 | 5d6 | Scallywag |
6 | 32,000 | 6d6 | Swabbie |
7 | 64,000 | 7d6 | Rigger |
8 | 125,000 | 8d6 | Sea Dog |
9 | 250,000 | 9d6 | Tar |
10 | 500,000 | 10d6 | Old Salt |
New Characters
A new character replacing a dead, missing, or retired character begins with half the XP of the previous character.
NOTE: Because Knave's advancement sequence is a simple geometric progression, a new character starting with half the XP means they'll be one level below the old one. That feels right.
The NPCs the players generated included a U-Boat full of necromantic Nazis, and gentleman thief called the Silk Sapphire, and quite a few members of a faction called the Collectors, including a romantic interest in the son of the Collector's head of security.
Between these characters and the player's goals, I have a smidge of world-building to do before the first session, but not so much as to get in the way of the Bottled Sea's intended roll-it-and-react style of play.
"Next time, I'll as everyone to go around in a circle and generate each aspect one at a time, so they're all building their characters together, and aware of each other's characters as they go."
ReplyDeleteWhy have I never done this before? Love it!
One of those simple ideas that only occurs to you after you've screwed something up!
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