Piratey Adventure Ideas

Thanks to all for the great insights on Skull and Bones.

My group decided to start a pirate themed game before we all saw P. of the C. and have since been dying to play, but probablly will not start until December since we are finishing another campaign.

Since I am GM for this one I have been hard at work, and buying up Pirate themed rpg books. I have yet to decide just how fantastic it will be. While Skull and Bones looks great, and we all love On Stranger Tides of course, I am a bit reluctant to start a historical game, as two of the players are history buffs. Any one out there playing a pirate themed game now? If so how "fantastic" or "historic" is it? Any recommendations?
 

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I have been wrestling with the same problem. I want my game to be historical but at the same time I want to be able to change things and throw in some weird stuff. Heck with working voodoo in the mix there is going to be some changes. So I have decieded to have lay down a historical base for the game but I am not going to sweat if something is not correct. If I want to change something, like having Tortuga still around as a major pirate base in the early part of the 1700's, then fine. I don't think my players are going to quote history to me about my accuracy. I am going for a Pirate Feel not a completely accurate historical simulation.
 
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Have no fear of history, my lads for you see, we already thought about that, we did...

Strange things happen out on the edges of the world because the greater bulk of disbelieving humanity is back in Europe. There really are sea serpents and worse prowing the waters of the western Atlantic. Islands shift and change shape till enough cartographers fix them in place. Sailors superstitions are more than mere fancy.

In short, Skull & Bones, for all the extensive historical research we did, is meant to be fun. It was designed so that a purist could run a historical game with little modification, but the underlying presumption was that most of you would rather run a swashbuckling game with supernatural and horror elements occasionally tossed in.

Remember that just because you start a game under "correct" historical terms, doesn't mean it has to stay that way. For those of you with history buff players, I'd suggest chatting with them about the year you intend to set your game - the Skull & Bones' default is the "Golden Era of Piracy" which is roughly 1690 to 1725, give or take on both sides. Big events in Europe take awhile to get to the Caribbean anyway, though the War of the Spanish Succession (1701-1714) and its eventual ending effect piracy in the New World drastically. Once you've established the year, you can decide any big events that are going to happen on your own and pass along to the history buffs that all else is subject to change...

I did a lot of testing of the mechanics with the bokor and the hougan so they would remain balanced, yet "feel" right for the setting. I talked to a bunch of west coast players, at cons, stores and what not. The introductory adventure I ran at a couple of cons called "Welcome to the Account" is in the book. One of my big concerns was how players would react to the almost wholesale stripping of common magic items. It went over pretty well, actually, most stated something I was already thinking: If you're going to get rid of most magic items, make the ones that are still around cool and unique. While access to "small" magic items, e.g. trinkets that give a +1 bonus to this or that, are relatively common, most of the magic items that we typically associated with d20 are non-existent. However, the few that are around are very powerful / lesser artifacts. Most of them have a price. In fact, that is a theme throughout Skull & Bones - mystic power always has a price.

The game I ran involved the doings of a Sea Dog captain and his crew as they struggled against the nefarious influence of a sea-born cult called the Brotherhood of the Shark. The Shark brethren carried barbed awl hooks and some of them had teeth that had been filed to razor sharpness. In fact, many of them had the "Bottom's Look" to them. The Bottoms is a small community on the Dutch-controlled Caribbean isle of Saba. Think "Innsmouth Look". :D There was a lot of sinister doings in my game, at one point the players ended up sacrificing a cabin boy to appease a sea monster, that sort of thing.

Afterwards, my players all said they'd had a blast, but several of them told me I'd given them nightmares, which sounded like I did my job right. Skull & Bones isn't as grim as I am. ;)

Joshua - You were destined to buy it anyway. Your sig line "Alea Iacta Est" is Adamant Entertainment's motto. :)
 

I'd like to thank TSL and others who have given us insights into Skull and Bones. I personally can't wait to pick it up.
Of course, I am already working on adaptations :) My first thought is: if i were a would-be-mage in England and I got a relliable report from the New World I'd be on the first ship out, to see if MY magics work there.
I also appretiate the mention of the female pirate captain. Half my players are female, one of whom is my soon-to-be wife, and while they play boys on occasion, its good to know that the designers had women PCs.
 


Joshua Dyal said:
You might want to read some fiction, though -- Rafael Sabatini wrote some great pirate fiction. I'd especially recommmend Captain Blood and The Black Swan. There's also an Erroll Flynn movie of the former and a Tyrone Power movie of the latter, if you want to save time (and in the case of the latter, get a radically different story... :( ) Of course, my favorite Sabatini book is Scaramouche which was set during the French Revolution...



To all who might be interested (and thanks, Joshua, for letting me know these were out there, check out blackmask.com for many (all?) of Sabatini's books:

http://www.blackmask.com/page.php?do=page&cat_id=24

Harry
 

Gez said:
Don't forget to have a rubber chicken with a pulley making a cameo somewhere...

Now what possible use could there be for a rubber chicken with a pulley?

Seriously, if you want to run a pirate game you need pirate music. Specifically, this song and this song.

The ideal pirate game is funny, witty, light hearted, and thrilling--filled with romance and glorious adventure. Save the gore, grit, and realism for other campaigns.

-z
 
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