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Possible Pirate Game for Teens?
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<blockquote data-quote="Benjamin Olson" data-source="post: 8731303" data-attributes="member: 6988941"><p>Have them start with or quickly fall into acquiring a boat, and have them be in charge of it. Maybe one of them is the "captain" of whatever NPC crew members you throw in, but make sure that captain understands that this is still an adventuring party where fundamentally decisions for the group are made by the group. That's more in line with the pirate ethos anyway. These folks didn't jump ship from whatever stern and disciplined navy they learned their seamanship in just to live a life of discipline. Make sure things are semi-democratic.</p><p></p><p>Let them do a little actual piracy. Have them come upon some merchant ship laden with wealth (and adventure hooks) real early that's just a sitting duck. Let them play through the moral condundra of actually being pirates as they may. Let the law chase after them.</p><p></p><p>But, remember that fundamentally nautical travel and nautical battles aren't really all that fun to roleplay. Boarding an enemy ship (or getting boarded) is fun two or three times, and having waterbreathing magic opens up all sorts of undersea exploration, but "pirate campaign" should mostly be a land-based campaign where the characters are pirates, with some high seas adventure replacing the distance travel parts.</p><p></p><p>If there is going to be a mutiny against them don't let it be just because they didn't pass the right charisma checks with the crew or something; make it central to the plot of the story. Getting even with the guy who got their crew to mutiny and abandon them on some deserted island (doubtlessly full of monsters, ancient lost treasures, and other adventure-worthy wonders) is actually some pretty great character motivation.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8731303, member: 6988941"] Have them start with or quickly fall into acquiring a boat, and have them be in charge of it. Maybe one of them is the "captain" of whatever NPC crew members you throw in, but make sure that captain understands that this is still an adventuring party where fundamentally decisions for the group are made by the group. That's more in line with the pirate ethos anyway. These folks didn't jump ship from whatever stern and disciplined navy they learned their seamanship in just to live a life of discipline. Make sure things are semi-democratic. Let them do a little actual piracy. Have them come upon some merchant ship laden with wealth (and adventure hooks) real early that's just a sitting duck. Let them play through the moral condundra of actually being pirates as they may. Let the law chase after them. But, remember that fundamentally nautical travel and nautical battles aren't really all that fun to roleplay. Boarding an enemy ship (or getting boarded) is fun two or three times, and having waterbreathing magic opens up all sorts of undersea exploration, but "pirate campaign" should mostly be a land-based campaign where the characters are pirates, with some high seas adventure replacing the distance travel parts. If there is going to be a mutiny against them don't let it be just because they didn't pass the right charisma checks with the crew or something; make it central to the plot of the story. Getting even with the guy who got their crew to mutiny and abandon them on some deserted island (doubtlessly full of monsters, ancient lost treasures, and other adventure-worthy wonders) is actually some pretty great character motivation. [/QUOTE]
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