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What's your view on a pirate-driven campaign?
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<blockquote data-quote="touc" data-source="post: 9777423" data-attributes="member: 19270"><p>I joined this conversation late, but I'm running a Pirate campaign using <strong>Pathfinder's Skull & Shackles </strong>pirate adventures as a framework, and my players just got their own ship after a mutiny:</p><ul> <li data-xf-list-type="ul"><strong>Skull & Shackles </strong>rocks for adventure ideas.</li> <li data-xf-list-type="ul">Getting your own ship should be cool. You should want to advance your ship, which becomes a mini-game. I'm applying <em>Fire As She Bears (3rd edition) </em>rules on ship combat, which are an advanced mini-game wherein everyone contributes during a ship to ship combat and you can spend gold to upgrade your ship, but you could also use Matt Colville's <em>Strongholds and Followers </em>idea of a ship as a "base" (kind of like a wizard's tower, or a fighter's keep). Alternately, you can ditch this mini-game idea altogether and just have "cool" encounters between ships (either boarding actions, cursed ships, roleplay of merchant ships giving up their cargo to pirates, etc.).</li> <li data-xf-list-type="ul"><strong>The Paizo forum for Skull & Shackles </strong>is invaluable for ideas. <a href="https://paizo.com/threads/rzs2oho7?Dungeon-Issues-Module-Recommendations" target="_blank">One commenter collected all Dungeon Magazine</a> pirate-ty adventures. </li> <li data-xf-list-type="ul"><a href="https://www.dropbox.com/scl/fo/5d0qbnv2grrv7sex941eu/AL8VpkTzTjc9tR12Xie2kpU?rlkey=wmwrtjaxlvfw54md4tjtuye39&st=3g9583fq&dl=0" target="_blank">Here are most of my notes</a> for rules on ship loyalty, infamy, vices (replacing inspiration), NPCs, the S&S rules on plunder, some DM notes for pirate language, better gunpowder rules, and our campaign guide. Might be worth a few ideas.</li> </ul><p>Finally, as far as philosophy, pirates don't have to be totally evil. Piracy is one of the earliest forms of true democracy, founded in the idea that while you don't have a voice or say or may get screwed over with pay working for "the man" (insert nation with navy), true pirates have a voice on their ship, get equal shares, and share equal risk. It might be more Robin Hood-ish. That all said, every gamer needs to buy in before you start a pirate campaign that we're not playing "goody two shoes." Being a pirate means you don't forget a slight, you keep what you can take, and ultimate freedom is the ultimate code to live by.</p></blockquote><p></p>
[QUOTE="touc, post: 9777423, member: 19270"] I joined this conversation late, but I'm running a Pirate campaign using [B]Pathfinder's Skull & Shackles [/B]pirate adventures as a framework, and my players just got their own ship after a mutiny: [LIST] [*][B]Skull & Shackles [/B]rocks for adventure ideas. [*]Getting your own ship should be cool. You should want to advance your ship, which becomes a mini-game. I'm applying [I]Fire As She Bears (3rd edition) [/I]rules on ship combat, which are an advanced mini-game wherein everyone contributes during a ship to ship combat and you can spend gold to upgrade your ship, but you could also use Matt Colville's [I]Strongholds and Followers [/I]idea of a ship as a "base" (kind of like a wizard's tower, or a fighter's keep). Alternately, you can ditch this mini-game idea altogether and just have "cool" encounters between ships (either boarding actions, cursed ships, roleplay of merchant ships giving up their cargo to pirates, etc.). [*][B]The Paizo forum for Skull & Shackles [/B]is invaluable for ideas. [URL='https://paizo.com/threads/rzs2oho7?Dungeon-Issues-Module-Recommendations']One commenter collected all Dungeon Magazine[/URL] pirate-ty adventures. [*][URL='https://www.dropbox.com/scl/fo/5d0qbnv2grrv7sex941eu/AL8VpkTzTjc9tR12Xie2kpU?rlkey=wmwrtjaxlvfw54md4tjtuye39&st=3g9583fq&dl=0']Here are most of my notes[/URL] for rules on ship loyalty, infamy, vices (replacing inspiration), NPCs, the S&S rules on plunder, some DM notes for pirate language, better gunpowder rules, and our campaign guide. Might be worth a few ideas. [/LIST] Finally, as far as philosophy, pirates don't have to be totally evil. Piracy is one of the earliest forms of true democracy, founded in the idea that while you don't have a voice or say or may get screwed over with pay working for "the man" (insert nation with navy), true pirates have a voice on their ship, get equal shares, and share equal risk. It might be more Robin Hood-ish. That all said, every gamer needs to buy in before you start a pirate campaign that we're not playing "goody two shoes." Being a pirate means you don't forget a slight, you keep what you can take, and ultimate freedom is the ultimate code to live by. [/QUOTE]
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