Savage Tides

BiggusGeekus

That's Latin for "cool"
I'm thinking of running an ST game for my buddies.

Problem: one guy is a pirate fanatic. He loves pirates. He doesn't like the idea of pirates being the bad guys and he would probably want to join them.

Will this be a problem?
 

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The answer there seems to be simple enough. Install the PCs as a gang of rival, more honorable pirates that do not traffic in necromancy or the like. Then you can have pirate vs. pirate showdowns.
 

There is info in the two ST adventures that allow for the players joining the bad pirates. It would take more work on your side, but it's do-able.

Otherwise, I don't see a problem in the adventure party having some "pirate-y" elements. Some of the feats and info that appeared either in the free Players Guide or first Dragon magazine ST supplement mention the possibility of players having gone to sea prior to the start of the first adventure.
 

Yeah, I have adventure #2 but not #1. Thanks for tipping me off to the player's guide.

This looks like it might be workable.

Another question: I'm thinking about letting players trade their Heavy Armor feat for a base +1 or +2 to AC. This is to make it more pirate-y. Any thoughts?
 

My first character in it was a pirate as well. Just install a bunch of good guy pirates (maybe good guy pirates that have been eradicated by bad guy pirates?)?

Show him how the bad pirates are really Eeeeevil, so he can righteously beat them up and show them how "to behave like a real pirate".
 

Just explain in graphic detail, like when they are captured and the BBPG is monologging that to join the pirates you have to eat brains. Cause, like the pirates are ZOMBIE pirates. Yeah, cool. :p
 

BiggusGeekus said:
Yeah, I have adventure #2 but not #1. Thanks for tipping me off to the player's guide.

This looks like it might be workable.

Another question: I'm thinking about letting players trade their Heavy Armor feat for a base +1 or +2 to AC. This is to make it more pirate-y. Any thoughts?

Using heavy armor requires a feat. Dodge is a feat that gives a bonus of +1 to AC. Seems like a reasonable exchange, though strictly by the book you only get that bonus against the first attacker.
 

Wycen said:
Just explain in graphic detail, like when they are captured and the BBPG is monologging that to join the pirates you have to eat brains. Cause, like the pirates are ZOMBIE pirates. Yeah, cool. :p

Hmm... *ponders what that "conversation" would be like.*

PCs: Let us go you fiends!
Zombie Pirate Captain: Graaar ... urrrrrr.
PCs: What? Timmy fell down the well?
Zombie Pirate Captain: Graaar ... urrrrrr.
PCs: The barn is on fire?
Zombie Pirate Captain: Graaar ... urrrrrr!
PCs: Oh, we have to eat brains to join your crew. Why didn't you just say so in the first place?
Zombie Pirate Captain: *eats the PCs*
 

BiggusGeekus said:
Another question: I'm thinking about letting players trade their Heavy Armor feat for a base +1 or +2 to AC. This is to make it more pirate-y. Any thoughts?
I'd take a look at the optional rules for Defense Bonus and possibly Armor as Damage Reduction , as well. These will be a little more work for you, as you'll have to figure out the Defense of the NPC opponents, and sometimes rearrange their treasure lists to swap out redundant items, but it definately has a more pirate feel to me.

~Qualidar~
 

Qualidar said:
I'd take a look at the optional rules for Defense Bonus and possibly Armor as Damage Reduction , as well. These will be a little more work for you, as you'll have to figure out the Defense of the NPC opponents, and sometimes rearrange their treasure lists to swap out redundant items, but it definately has a more pirate feel to me.

Yeah, I might go with Defense Bonus. I won't re-figure the monster stats, I'll just describe the creatures differently.

My group doesn't like playing clerics, so I'm going to have to re-do the treasure lists anyway and add in extra healing potions.
 

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