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Pirate Borg general thread
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<blockquote data-quote="Velderan" data-source="post: 9828326" data-attributes="member: 7038056"><p>We got together to play Pirate Borg today and it went really well. I stuck with the sandbox adventure setting in the rulebook, starting off with the group washing up on shore after a kraken destroyed the ship they were on. I used that as an intro so I had a reason to say no ships wanted to risk sailing just yet so I could keep the adventure on the island for the 5 hours we had to work with. </p><p></p><p>One thing that worked pretty well is the players knew nothing about the game beyond pirates and undead, so they didn't know what ash was or what it can do. A pirate captain in town wanting to buy some made them realize it was valuable and one of his crew alluded to it being something you can snort but beyond that they didn't know anything about it until they killed some skeletons and got a few doses. Out of curiosity, one PC tried it and spent the next few minutes running around the jungle thinking he was an ostrich. Good times. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f606.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":LOL:" title="Laugh :LOL:" data-smilie="17"data-shortname=":LOL:" /> We left off with them discovering a cave that seemed to belong to smugglers and inside I had them find a chest stuffed full of silver coins which left them to wonder who were they about to piss off by taking the money.</p><p></p><p>Something I think that isn't talked about enough for this game is the devil's luck concept. It refreshes each morning, so it doesn't rely on terrible GMs like me remembering to award it for creative roleplaying and it can be used for actually productive things instead of the possibility of just rerolling a die and ending up with a lower roll if you roll poorly on the reroll. The GM not rolling to attack was pretty well received too.</p></blockquote><p></p>
[QUOTE="Velderan, post: 9828326, member: 7038056"] We got together to play Pirate Borg today and it went really well. I stuck with the sandbox adventure setting in the rulebook, starting off with the group washing up on shore after a kraken destroyed the ship they were on. I used that as an intro so I had a reason to say no ships wanted to risk sailing just yet so I could keep the adventure on the island for the 5 hours we had to work with. One thing that worked pretty well is the players knew nothing about the game beyond pirates and undead, so they didn't know what ash was or what it can do. A pirate captain in town wanting to buy some made them realize it was valuable and one of his crew alluded to it being something you can snort but beyond that they didn't know anything about it until they killed some skeletons and got a few doses. Out of curiosity, one PC tried it and spent the next few minutes running around the jungle thinking he was an ostrich. Good times. :LOL: We left off with them discovering a cave that seemed to belong to smugglers and inside I had them find a chest stuffed full of silver coins which left them to wonder who were they about to piss off by taking the money. Something I think that isn't talked about enough for this game is the devil's luck concept. It refreshes each morning, so it doesn't rely on terrible GMs like me remembering to award it for creative roleplaying and it can be used for actually productive things instead of the possibility of just rerolling a die and ending up with a lower roll if you roll poorly on the reroll. The GM not rolling to attack was pretty well received too. [/QUOTE]
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