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What Would You Like to See in a Pirate Campaign Setting

inkpenavenger

First Post
The question is prety straightforward. I'm working on a pirate adventure themed campaign setting under the GSL. So I'm curious as to what people would like to see in such a supplement.
 

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A real setting that they can skirt the edges of.

No, seriously, I have a hard time understanding how a pirate setting can be anything but a fringe of soceity. I mean there would be nothing to loot and plunder otherwise.
 

Swashbuckling. If it takes me more than one round to cut a rigging line, grab it, swing down and boot a burly enemy off the side of my ship, something's wrong. Bonus points if you can do that while holding a beautiful woman in one arm.

Mostly, make sure you hit all the key cliches. Voodoo magic, ship to ship battles, 'good' pirates and 'bad' pirates, 'good' imperial fleets and 'bad' ones, haunted islands, dangerous seas, deadly perils, priceless treasures. Stuff like that.
 

Well, Honestly, I think it's been done well by:

Freeport (any and all of their books, which are impressive and numerous)

Sinister Adventures Indulgences...and the upcoming (if it ever comes out...but probably will since it's been handed over to Lou Agresta) Razor Coast.

Numerous other "ocean" or "sea" books.



I don't want to be a jerk or bubble burst-er...but I'lll say I buy plenty of 3e stuff, even now, and wouldn't blink at a new pirate supplement.





HOWEVER: IF IT MADE PIRATES REALLY "POP" I'd consider it.

Here I mean...ok, bladdity, bladdity, blah...they're pirates; they're morally ambiguous; they sail ships;;;;;;;;BUT SO WHAT?!?

You give me 10 sensational specific pirates with motives, AND rules for the actions they take that aren't available elsewher (scuttling one's own ship; staving off a mutiny; sailing a ship solo as needed; etc). THEN I'd be interested...MATEY!)
 

@Wild Gazebo: Actually, I'm creating a full campaign world called Arturian with various cultures and nations. A goodly portion of the book is going to be detailed descriptions of those societies that pirates exist on the fringes of.

@RangerWickett: As for swashbuckling...two words: skill powers. As for the rest of your suggestions...check, check, check, check, check, check, check, check.

Looks like I'm off to a good start! More ideas, please!
 





What RangerWickett said (and cannibal island natives), and I'll add the one thing I despise in a "pirate" adventure:

Adventures that takes place primarily on land. I'm talking an adventure that is basically a dungeon crawl or island expedition framed in a piratesque world. For a real pirate adventure, over half the adventure should take place at or under the sea and involve ships.
 

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