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<blockquote data-quote="bloodtide" data-source="post: 9030514" data-attributes="member: 6684958"><p>To be clear, the merchant shipping campaign is my idea of a more traditional pirate game. Pirates, in general, capture trade goods as "treasure", not ships full of 100 trillion gold coins. And a pirate game where the characters get trade goods of value, like furs and whale oil, can be quite fun...for the right group.</p><p></p><p></p><p>So, all adventure but not really any pirating? See when someone says "pirate game" to me, I'm thinking of piracy: theft on the high seas, I don't think "sunken wreck with treasure and a kraken". I would call the sunken wreck type thing just a "sea" or "naval" or "nautical" campaign. But I don't think of pirates being "arrr, we be fighting a kraken to gets a magic item!".</p><p></p><p>So......seems likely the players mean "sea adventure" NOT "pirate adventure".</p><p> </p><p></p><p>Well, I see the over thinking as just different thinking. </p><p></p><p></p><p>The whole point is "giving players a chance", just does not work for me(and them).</p><p></p><p>Ok, now this list might be helpful....and the only thing I know on the list is Burn Notice.</p><p></p><p></p><p>So many people are saying they mean "swashbuckling adventure" when they say "pirates".....</p><p></p><p>Now see this is exactly the disconnect I'm talking about. They don't want to be Pirates, they want to be Swashbucklers.</p><p></p><p>I've never watched a whole movie, but I would guess the "pirates" don't steal, murder, take prisoner people and worse things..... </p><p></p><p>This is why I try to figure out what they have seen. </p><p></p><p>I was looking for some rules o add to the game. </p><p></p><p></p><p>I'm trying to avoid this.</p><p></p><p>In "my" Pirate game they would attack a merchant ship and get 200 barrels of picked fish, and when I ask them what they will do with their prize their answer would be like "we search the ship for treasure gold coins then sink it!" Assuming they don't just outright slaughter the sailors and sink the ship in the first attack.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9030514, member: 6684958"] To be clear, the merchant shipping campaign is my idea of a more traditional pirate game. Pirates, in general, capture trade goods as "treasure", not ships full of 100 trillion gold coins. And a pirate game where the characters get trade goods of value, like furs and whale oil, can be quite fun...for the right group. So, all adventure but not really any pirating? See when someone says "pirate game" to me, I'm thinking of piracy: theft on the high seas, I don't think "sunken wreck with treasure and a kraken". I would call the sunken wreck type thing just a "sea" or "naval" or "nautical" campaign. But I don't think of pirates being "arrr, we be fighting a kraken to gets a magic item!". So......seems likely the players mean "sea adventure" NOT "pirate adventure". Well, I see the over thinking as just different thinking. The whole point is "giving players a chance", just does not work for me(and them). Ok, now this list might be helpful....and the only thing I know on the list is Burn Notice. So many people are saying they mean "swashbuckling adventure" when they say "pirates"..... Now see this is exactly the disconnect I'm talking about. They don't want to be Pirates, they want to be Swashbucklers. I've never watched a whole movie, but I would guess the "pirates" don't steal, murder, take prisoner people and worse things..... This is why I try to figure out what they have seen. I was looking for some rules o add to the game. I'm trying to avoid this. In "my" Pirate game they would attack a merchant ship and get 200 barrels of picked fish, and when I ask them what they will do with their prize their answer would be like "we search the ship for treasure gold coins then sink it!" Assuming they don't just outright slaughter the sailors and sink the ship in the first attack. [/QUOTE]
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