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"What's Required for a Fun Pirate Campaign?" Topic


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Top Gun Ace13 Mar 2011 9:53 p.m. PST

Well yes, of course ships will need to be involved somehow, e.g. fer gettin' from place t' place, and t' take and plunder some vessels on de 'igh seas (since if ye ain't got no pirate vessel, ye ain't really a pirate, arrrrrr ye[???!!!]).

So, what do you think is required for a good, fun, scenic pirate campaign, or series of games, set in the Caribbean, in the 17th, or early 18th Century?

Lots of things spring to my mind, e.g. bright, blue water; white sand beaches; merchant vessels from various nations; the threat of occasionally encountering an enemy naval vessel, or a pirate hunter; etc.

I'm considering options for both solo play, as well as local club games.

Thoughts?

shelldrake13 Mar 2011 10:37 p.m. PST

A good look through LAF should help with some ideas/eye candy.

This one is a good start: link

shelldrake13 Mar 2011 10:42 p.m. PST

This forum is in French, but there are plenty of good photos for ideas: link

SECURITY MINISTER CRITTER13 Mar 2011 10:43 p.m. PST

PM Piper 909 and ask him. He's run a few games at FLGS, and probably has good tips.

tima11314 Mar 2011 2:28 a.m. PST

Additionally a pirate port, civilized port/settlement, and uninhabited(?)islands might prove useful. Port encounters can be used to gather clues to an rumored treasure. The occasional raid on a settlement or merchant can help fund the continued search for the big prize. Of course all of this activity is bound to make your crew the target of the authorities.

wingnut14 Mar 2011 6:24 a.m. PST

Rum…….

Patrice14 Mar 2011 7:07 a.m. PST

This forum is in French, but there are plenty of good photos for ideas: link

Thanks Shelldrake :-) Yes this game was our biggest but we often do smaller games and we are always looking for new ideas.

A little colonial settlement/city is useful. You don't even need a proper harbour, most of the little towns in the Caribbean had no harbour, the ships set anchor as close to the beach as possible and traffic was done on small rowing boats. So a few houses are a good start.

In town the captains can negociate with the governor, fight other captains or thugs, or spend some time with the governor's daughter, etc etc.

…So we have invented a whole story about a governor's niece called "Mademoiselle Honorée-Clotirisse" who is happy to meet the captains in the garden of the governor's house, but to enter the garden a captain must give money to the sentinel, and when he has finished he must roll a die, if the lady is not pleased enough she calls the guards, if she is in love she runs away with the captain, in each case that's a lot of problems for him, etc. Er. This is what we call French humour in the scenarios…

Rudysnelson14 Mar 2011 9:07 a.m. PST

Players who do not sull and complain if they get sunk.

leidang14 Mar 2011 9:45 a.m. PST

Female pirates and some privacy

Cke1st14 Mar 2011 10:14 a.m. PST

The main elements would have to include:

= Ships to capture and plunder. Will they fight to the death or surrender? Are they carrying silver bars (great), bolts of cloth (okay), or iron ore (useless)? Is anyone on board worth holding for ransom? Will you sink the captured ship, keep it and sink your old one, or split your crew, keep both, and start your own navy?

= If you have a decent-sized pirate fleet, maybe you'll try to attack a rich, well-guarded convoy (like the Spanish gold fleet), and make enough money to retire and let someone else become the Dread Pirate Roberts.

= The risk of encountering a navy ship, with the resulting choice to flee or fight.

= Coastal towns to pillage. Possible hostages to ransom.

= A pirate haven. This would include merchants to buy your stolen goods, taverns full of rum and rumors, retired pirates selling treasure maps, shipwrights to repair battle damage, and wenches. Everything has an exorbitant price tag, and every piece of information is probably untrue.

= Reputable ports that are probably too strong to attack, but where you might sell some goods and get supplies at a fair price, as long as they don't know who you are.

= Semi-reputable ports where the governor can be bribed or given a share of your goodies, after which that port is just like a pirate haven for you, only less expensive and a lot safer.

= Islands with tribal people on them. These people may worship you and give you gifts, trade their food and shiny gold jewelry for your fabric and trinkets, eat you for supper and shrink your head, or put a curse on you, courtesy of your friendly neighborhood witch doctor.

= Uninhabited islands where you can get fresh water and some provisions for free, capture some parrots and monkeys to sell, and possibly hunt for other pirates' buried hoards.

= Ambitious NPC crew who challenge you to a duel for the right to be captain.

= Other pirates. Can you trust them to work with you, or are they setting you up to be their next victim?

= Morale factors. The longer you go without a victory, the more likely your crew will mutiny. Multiple successes may persuade NPC pirates to join you and add their ships to your fleet.

= The option to start as a privateer with a letter of marque, and let many fat victims go because they fly the same flag you do. In exchange, the navy is not your enemy, and you can dock and provision at reputable ports that fly your flag.

= The local governor may offer you a fat commission to hunt down an even more wicked pirate than yourself. Or he may put the price on your head instead, and every other pirate becomes a potential enemy.

= The occasional eccentricity to keep things interesting. Real-life examples: Bartholomew Roberts capturing a ship just because he wanted the crew's hats; Edward Teach blockading a town to get a box of medicine; and Stede Bonnet becoming an inept pirate just to get away from his nagging wife.

pphalen14 Mar 2011 10:20 a.m. PST

At least one gamer that will get annoyed by all of the Pirate talk…

Early morning writer14 Mar 2011 4:16 p.m. PST

Edible Priests – see above regarding natives for further information.

(Phil Dutre)21 Mar 2011 9:14 a.m. PST

Take a look at te following boardgame (2010):
link

It's fun, and can provide inspiration on how to run your campaign.

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