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Tell Us About Your Pirate Campaign(s)
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<blockquote data-quote="Celebrim" data-source="post: 9752102" data-attributes="member: 4937"><p>Pirate Campaign #1: 1e AD&D + house rules heavily inspired by the classic Dragon article "High Seas" by Margaret Foy plus Battlesystem and a lot of other Dragon material.</p><p></p><p>The rules proved to need playtesting but a few changes made them playable. A very influential campaign that inspired a lot of us that played in it. Loosely set in the Sea of Fallen Stars in the Forgotten Realms but only inspired by the canonical setting. Great age of sail themed where we pretended catapults and mangonels could function rather like cannons to avoid dealing with keys of gunpowder. Highly realistic, perhaps too much so. Would be unable with working adults owing to the bookkeeping and time commitments.</p><p></p><p>Pirate Campaign #2: Pathfinder 1e, Skull & Shackles. Fantastic opening setup for an adventure is ruined by really random difficulty curve and terrible "we know you don't really want to play pirates" overly simplified rules, poorly thought out ships, overly small setting for a sailing campaign, to say nothing of a lack of internal logic in the setting for even why there would be pirates there. The game tries to pretend it can do pirates as dungeon rooms and what you really want is just normal D&D with pirate things going on in the background. Covid interrupted the campaign but it was winding down anyway owing to the real lack of the game contemplating the need for mass combat or any internal logic.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9752102, member: 4937"] Pirate Campaign #1: 1e AD&D + house rules heavily inspired by the classic Dragon article "High Seas" by Margaret Foy plus Battlesystem and a lot of other Dragon material. The rules proved to need playtesting but a few changes made them playable. A very influential campaign that inspired a lot of us that played in it. Loosely set in the Sea of Fallen Stars in the Forgotten Realms but only inspired by the canonical setting. Great age of sail themed where we pretended catapults and mangonels could function rather like cannons to avoid dealing with keys of gunpowder. Highly realistic, perhaps too much so. Would be unable with working adults owing to the bookkeeping and time commitments. Pirate Campaign #2: Pathfinder 1e, Skull & Shackles. Fantastic opening setup for an adventure is ruined by really random difficulty curve and terrible "we know you don't really want to play pirates" overly simplified rules, poorly thought out ships, overly small setting for a sailing campaign, to say nothing of a lack of internal logic in the setting for even why there would be pirates there. The game tries to pretend it can do pirates as dungeon rooms and what you really want is just normal D&D with pirate things going on in the background. Covid interrupted the campaign but it was winding down anyway owing to the real lack of the game contemplating the need for mass combat or any internal logic. [/QUOTE]
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