>>96756202
>>96756267
>>96756414
Well that was longer than a heartbeat
>new group combo I haven't run much for
Then literally nothing to be afraid of; new groups always pick up
>I know for sure
Did you ask?
>If we didn't care what I came up with
I never said you shouldn't care
I said you shouldn't stress about staying 100% true to the setting
>we'd be playing a different system
This will probably shock you, but you can play a system without using the setting it came up with
>a different setting
If your setting isn't supporting this idea in the first place, why did your players insisted on having it a campaign out of it, then?
>Assuming you're actually trying to help as you're being a condescending jackass
Another shocker - you can be both
And you badly need both
>not JUST maritime
Neither did I
>the players want to do a long-term campaign that visits as many noteworthy locations and regions in the setting as possible, by boat for ease.
So you are basically looking at the "Death on the Reik" merchant dilemma type of problem/situation
Sink the boat first chance given
If you don't know what that means, you are new af and I'm not sure it's even possible to help you, considering you need even that explained
>every single one of these players plays passive as shit
So you've got passive, but demanding players?
Change the players
And I'm 100% serious here. No point dealing with this shit if you are supposed to fork out effort that is clearly beyond you for people who plan to do fuck all and just cruise (no pun intended) on you
>have no internal IC motivation to actually move from place to place
Then don't do the campaign
Alternatively embrace the suck and simply go "you all met on your previous adventure, and are now stuck together"
It's not rocket science, and it's really, either of those two extremes
>here's the current party
Find different players
Also, next time when you are running one-shot, make n+3 characters yourself, where n is number of players and let them pick