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I want a fucking PIRATE thread. I'm currently running Savage Tide and we've got them in every strain - from decent renegades (Captain Harliss) to vile scum (Crimson Fleet).
Tell me about your pirate /tg/ stories! From pirate villains to pirate players, it's all welcome here.

>THREAD THEME
https://www.youtube.com/watch?v=8hS4duxPvyc
>>
Arr, me crew be down for any course I chart, yet they nay want to speak like a pirate. Drink up me hearties, drink to love lost at sea.
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I enjoy pirateborg very much, thats all I have to share.
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>>96885095

Play Freebooters 0e
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>>96885095
You've heard of landlubbers being "all at sea", but did you know it'd just as dangerous for seafarers of all moral persuasions to try their hand on shore? Yes sir, if you're born with sea legs then you've as much chance at making it on land as old farmer joe has with Davy Jones.
Case in point - a lad I once played, not too long back. Snake-like, he was, with a body of a man and the legs of serpentine mermaid, of fiery countenance but with a head for water. Now he'd taken command of this little crew of ne'er-do-wells and scallywags, having risen from nawt but the ship's mascot to holding the respect of every lad and lass aboard. A natural swimmer, despite the unusual appendage, and fierce as they come in a fight. Only one flaw he had to his name - Ambition. A thirst for glory beyond the simple merchant plundering and royalist skirmishes.
Turns out, that one flaw was to be his undoing.
He'd had a tip, see, that a politician in a local island town was holding a prince's ransom in gold and gemstones. Payment for some-such-business, a passing transaction that would undoubtedly be shipped out by portal magic, 'stead of sending it oversea. Locked behind seven walls of aged coral, guarded by every man jack he could spare - only a fool or a loony would try their hand at seizing that booty.
Well, I can't speak as to his mental state, but the captain was certainly no fool. With a bit of dark magic from our shaman, he sent demons swimming through those streets, terrorizing the people and leading the soldiers on a mighty jig. Meanwhile, we cracked a hole in the wall and snuck inside, facing precious little resistance... Until we reached the treasury.
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>>96888295
Now I don't rightly know what caused the demons to lead their pursuers back to the fort. Maybe the shaman was playing malarkey with us, making a bid for the captaincy. Maybe the gods were taking offense at his dark magics, or maybe our luck had just run short. But as we were hauling away our bullion, we found ourselves swarmed by fiends and the law alike.

Truth is, luck would've still been on our side if we'd been fighting on deck. There's a certain quality to a boarding skirmish that makes it easier for a man to keep his bearings: cutlass in hand, spray in your face, enemies for'ard and allies st your sides. But outnumbered ten to one, in a wide open chamber, with no deck to hit if the going gets rough?
Our tubby old quartermaster was the first taken, with the mate following quickly. Captain brought the roof down on the whole squall, so he never saw if there were any survivors. But I believe, and I'd wager my eye his ghost would back me up, that if he'd the chance to do it over again, he'd never step foot on that curs'ed isle.
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>Savage Tide
Based, love that module. It has it all.
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>>96885095
is the poop deck what it sounds like?
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>>96895200
its where shit goes down, aye
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Pirate (or more generally old-timey sailing stuff) games are fucking dope, and aside from a few (easily solved) problems they can form the basis of an excellent campaign.
My tips:
>Abstraction is key. Nobody gives a fuck about wind roses. Hove the players gamist choices (you can go here or here) not simulation (burthen weight and rigging designs). A pointcrawl between islands is perfect.
>Use a system that works with firearms, or use the DMG firearm rules and shut up about them if you must use D&D.
>The ship is a mobile town, with all the advantages that brings. Recurring NPCs, problems one cares about, etc.
>The crew is a huge resource but make it clear that bringing them along increases resistance. The PCs can move quickly on their own, but if they bring 100 sailors that slows them down enough that the enemy can deploy more numbers too.
>The best use of NPC crew is to handle problems the players would find boring.
>Being able to put a boring or burning location to stern and fuck off into the ocean is a key strength of the genre. Do not pin your players down too often.
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>>96885095
Oh look, it's the monthly "I want to have 3 weeks of bumps with pirate images!" thread
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>>96897660
No, I made this thread because I'm running Savage Tide.
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>>96897660
The problem (much like the horror general) is that various genre fans have little in common. A sailing sperg, a PotC fan, an Aubrey-Maturin shipper and an average powergamer would have no chance of forming a decent game.
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>>96895200
No, you shit off a hole on the bow at the front of the ship, hence the term 'head.' The poop is a partial deck to the stern. It's name is Latin derived and you would not relieve yourself on it.
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>>96896901
Generally good advice unless you're playing with genuine age of sail needs, which you probably aren't.
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>>96885095
https://www.youtube.com/c/GoldandGunpowder
Autistic Finn obsessed with Golden Age Caribbean piracy. Cites his sources. Useful as a resource.

GURPS Swashbucklers also has a useful section in running pirate games worth reading even if you're not using that system.
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You guys know any miniature games with pirates? Either as a main theme or just one faction
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>>96885095
It's impossible to have a good game of pirates, at least if the party are the piratical ones. The necessity of the dungeon crawl for any meaningful gameplay means that any seafaring parts inevitably turn into cutscenes between shore adventures.
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>>96904687
>The necessity of the dungeon crawl for any meaningful gameplay

This is the most no games statement I've ever read.
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>>96895200
Poop deck is where you stand and observe stuff going on. You shit in a hole off the bow so the wind will carry it away. If you're lucky.
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>>96914481
What kind of diet do you have where your shits are light enough to blow away in the wind?
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>>96914495
I don't know if you know this, but the wind gets pretty strong at sea. You want to account for that when defecating or pissing.
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>>96914500
Strong enough to blow away a solid, wet shit? And consistently that strong?

Ah, well, what do I know? I'm just a landlubber.
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>>96914518
Strong enough to move a man o war



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