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For our group, Sailors is the third adventure after Portal and Doom.
To address the episodic and deliberately non-sand box style of play we're employing, our basic conceit is that after completing Portal, the survivors were recruited into the "Crawler's Guild."
It is sort of a loose network of adventurers and intelligence informants who troubleshoot the dark places of the world tin order to put address any potential threats, to gather secrets and esoteric knowledge, to acquire rare antiquities.
At the beginning of the adventure, each character is privately provided a thread of information like rumors or anything that connects to their backgrounds and individual character arcs. Once completed, any survivors are debriefed and have an opportunity to liquid assets and gain access to the collective knowledge base.
Each member is expected to act as a cogent member of a unit in supporting each other, but if there are inter-party conflicts they don't care so much as the mission is completed. Any potential embarrassment to the Guild will cause the party to be disavowed.
There's also an implication that the Crawler's Guild may in fact have some cosmic agenda as well as sub factions by alignment.
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