Tell Us About Your Pirate Campaign(s)


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I've had a pirate idea kicking around in my head for a bit. Golden Age of pirates, circa 1680-1700. The Devil has come down to the Caribbean looking for a soul to steal, and he's in a bind, because he's way behind, so he's looking to making a deal. So he makes a deal with the PCs, damned they all be, offering them a chance to save their souls if only they crew his ship, Prince of Luther. You see, souls have been escaping or bypassing Hell for a number of years now, and the Devil needs to hire contractors to replenish what he's been losing. Do the PCs stick to collecting the souls of the damned or are they a bit more indiscriminate, caring only for saving their own souls?
 

There was once a arcade game called Pyrates or something which was a 3-d maze runner with a fantasy pyrate theme - including ship to ship battles, collecting gold and avoiding sea dragons. Each stage ended with a portal to the next stage/world.

I used it for my own version of Not-Spelljammer called the "Medula Nexus" a shattered realm of archipelagos and churning sea-lanes where storm portals swirl and ancient ruins bleed forgotten magics.

Now, rogues, freebooters, rebels, and adventurers sail in spell-rigged galleons, bone-crafted barges, and aether ships trying to navigate the spell-lanes and ride the medula storms. Their lives are a balance of plunder, survival, and defiance against the powers who seek to relocate or reforge the Nexus Spire and bring all realms under their rule.

It was inspired by that game, Pirates of Darkwater, Spelljammer and a few other ideas.
 
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Has anyone run an actual piracy campaign -- that is, robbing merchant ships and holding nobles for ransom and other crimes?
My sand pirate campaign started gritty and rough but the players couldn’t be ‘evil’ for very long. That is why the PCs became privateers and hunted other pirates.
 


Several as a player. GURPS game set in ~1600's Caribbean. Very low magic. Fairly true to our understanding of the real world era. GM is a history buff. PF1 - Didn't start as a sea/pirate game but the group managed to acquire several ships through action and kept them. Have a base in the Shackles part of the standard setting, currently on hiatus due to GM dealing with family issues(bad kind). PF1 - Set in Freeport. Not much sea action yet. Also just went on hiatus due to GM dealing with family issues(good kind). Another GM is going to resume a Traveller game. Not designed as a pirate game but.....
 


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