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Sky Pirates RPGs

tecnowraith

First Post
I have been thinking of doing a campaign set in in futuristic type setting where the main thing of this world is airships and the focus of the game will be Sky Pirates. I'm not talking about airplanes or blimps but ships that look outrageous. Think ships from any Final Fantasy game mostly from 7 to the latest one. I'm also not looking for space travel either more on 1 world.

Any established rpgs that are like this? I don't like Gurps or Savage Worlds and no d20 game either (only for last resort).
 

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I'd take a look at high action mecha games like Meckton Zeta. It should be a solid base for a game like that.

Incidently, three movies you absolutely cannot miss for 'air pirate' flavor are Nausicca, Porrco Rosso, and Castle in the sky. All by the wonderful studio Ghibli.
 

Check out Space: 1889 if you want a steampunk version of something like this. In that setting Mars is home to type of tree called "Liftwood" from which they fashion "Sky Galleons". I've personally run about ten or so adventures using d20 Modern adapted to that setting.
 

Oh, and I'll also mention something else since my last campaign was similar in some ways to your idea (it was a Warhammer FRP version of Pirates of the Caribbean):

You may want to try and figure out, possibly in colaboration with your players, how much of the combat you want to be a ship to ship affair and how much you want to focus on the boarding action part. I developed a set of rules for ship to ship battles (these were partly an offshoot of earlier rules I'd developed for my Sky Galleons of Mars games) that tried to make those battles fun and fast and simple. Most battles tended to be a few shots fired at while the ships close and then shifted over into melee combat on the battlemat.

If your players are more used to hand to hand fighting then you need to come up with ways to either get right to that or else make the ship to ship part involve as much of the group as possible. I did that by giving each player a role during the battles. One handled all the Sailing rolls for handling the ship, another did all the shooting of the guns, another kept track of damage to the ship and crew and the fourth was the captain and actually decided where the ship would go on the battlemat.

If that's not really your players bag then you can either simply narrate what happens between the ships or reduce it to a small group of die rolls that indicate how quickly the ships close to boarding distance and what damage, if any, was sustained by either in the process.
 

I'd take a look at high action mecha games like Meckton Zeta. It should be a solid base for a game like that.

Incidently, three movies you absolutely cannot miss for 'air pirate' flavor are Nausicca, Porrco Rosso, and Castle in the sky. All by the wonderful studio Ghibli.

I have seen all 3 of them. I own Nausicca and Castle in the sky. Like I said I'm trying to stay away from space travel games for established settings. Reason is I am not wanting to create and/or deal with planet type adventures.

I rather adapted or modifed a setting that create from scratch which I am better at.
 


Well it is d20 based but I ran a 6 month sky ship game with Mutants and masterminds. The system is classless and I was able to build ships and such with used the base book I t was an enjoyable game system ran very smooth.
 

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