Larry Fitz said:
Good points, in Pirates! you'll find rules for values and weights of goods that are found on ships, but it sounds like you would have been interested in specific ships and their cargo, as well as rules governing something akin to the "Triangle trade" routes. Hmmm... now you have me thinking about a few things...
Exactly. I know you guys don't want get sucked into writing the "d20 Guide to Maritime Commerce", but it is a grossly overlooked aspect of most nautical campaign material.
From a historical standpoint, most of the pirate/swashbuckling material mimics the Caribbean in the 1600s, but most D&D settings more closely resemble medeival Europe. The nature of maritime commerce and nautical activities in these two settings could not be more different. Nobody has done much to reconcile how the pirates of 1650 are staying in business in the Europe of 1150.
Granted, every fantasy setting is different and a DM's emphasis of economic realism will depend on the nature of the campaign, but if you're running a pirate game, I don't see how you can avoid grappling with commerce and trade routes. How are the pirates supposed to know where to find the booty? And what kind of booty makes sense? (How do pirates keep stumbling upon ships laden with gold and treasure in a world of small feudal, agrarian kingdoms?)
There is less of a conflict if your campaign is set in Twin Crowns, or some other commerce-rich, age-of-exploration setting, but if you're going to produce generic d20 stuff, it should be addressed.
Also sounds like info on people who hunt pirates, and how countries deal with pirates might be up your alley ( more people like William Kidd perhaps). Fair enough, maybe we can come up with a few things for you...
Exactly. And in a fantasy setting, the implications of being hunted are particularly dire for a group of PC pirates. If I ran a Kingdom being victimized by pirates, I'd be scouring for ways to magically protect my fleet, and looking for sorcerous ways to hunt down the scurvy dogs. Don't forget airpower: anything with wings can be used as a scout to find pirates, and by pirates to find targets.
CZ
CZ