Celebrim
Legend
I began a new game with four players, and the main theme is : Pirates!
My goal in this campaign is to focus on rp, exploration and giving the players more agency than ever (a sandbox, if you will). I'm looking for ideas of sea-based adventures for my players; do you have any ? I'm also curious on what is your view of a campaign where the players are pirates. I already have in mind the inclusion of a few adventures (re-worked for the world of the campaign) of Ghosts of Saltmarsh in mind, but I search more.
(For more context : The campaign sets on the Nomad Lands, an archipelago. At the center of it, the religious captial of Toram extends it's dominion over the Nomad Lands, but not entirely. I suppose the main interest of the players will be the the lands outside the dominion, where tales & legends of the people come to life.)
Most GMs are not prepared to run a campaign about "Pirates!" if by pirates they mean something like "Captain Blood", "Treasure Island" and "Pirates of the Caribbean". The trouble you are going to run into is once you get past a few levels and the size of the ships and the crew grows, you are going to find you need wargaming rules.
You are also going to find that there is little way to make vehicle combat engaging for all participants unless everyone has their own vehicle (which is going to complicate things even more).
There is also going to be a massive amount of bookkeeping. The reality of being a pirate is you are running a business and you have employees and to make it work you have to be a good businessman and good at delegating authority and interviewing people and managing things and bookkeeping. The life of a pirate officer (or a pirate) involves a lot of hard work.