Setting aside system considerations, how would you run a cinematic Space Pirate campaign? By cinematic I mean that the space pirates aren't really evil; they may plunder but it's done with style and daring. And how do you get from just opportunistic raids on cargo ships to more interesting, complex goals?
I'd make sure the goals are clear that the Space Pirates are not evil, just well greedy, and have panache.
After that I'd give them a need to find out who to hit--either a predictive computer, a psychic, investigators, bribed officials, whatever, I prefer the later two, because that means people involved who might need help of a particular brand of panache.
I'd also consider the previous lives of these characters, tangle them up in complicated lives. Lives where they have enemies, allies, and more importantly relatives who they can interact with and who they cannot summarily kill. Make these people bothersome, and get them caught up in those relatives choices and errors.
Give them rival band of pirates--maybe some vile sorts, people who kill everyone, and who either place the blame on the not-evil pirates, or who threaten their livelihood, and/or both. Make sure they snub the heroes two--leaving messages that rile them up when they find a ship already taken.
I would use a similar setup to the historical (well, no doubt romanticised a bit but you get what I mean) Buccaneers. Colonists who live at the frontier, mining asteroids or sorting out debris from past wars, who have to join forces against a bigger, aggressive entity. You could also have them flee their homeworld for being unjustly accused of crimes or otherwise persecuted.
Captain Blood in space, basically.
Captain Harlock?
http://www.cornponeflicks.org/harlock/harlockmain.html
A fan trailer for the movie?
http://www.youtube.com/watch?v=ZLsRXO24izk&feature=related
I would definitely use 7th Seas for the RPG.
I'd make the space pirates into privateers, with letters of marque from the "protagonist" government, assuming the setting has one, and give them instructions to carry out raids against the enemy's shipping. Of course they'll be up against the enemy's well-armed merchants, their space navy fleet, and of course the other side has privateers of their own. It's a big galaxy, and It's Dark Out There....
I would look to the real history of the area to draw on to come up with realistic motives for 'heroic' (or at least passably protagonistic) space pirates.
The real age of piracy took place in the midst of a tremendous land-grab by the various sea-faring imperialistic European powers of the time, including England, France, Spain, Portugal, the Dutch, etc.
These technologically advanced powers slaughtered and enslaved the native peoples of the Caribbeans (Named for the Carib Indians, also look into the fate of the Arawak Indians under Columbus). They brought in more slaves from Africa, and treated them abominably as well (look into the Maroons). Then you have the cast-off members of the invading nations (look into the original meaning of Buccaneer).
Add in the practice of impressing, and the way the various European navies treated their own lower-class sailors. Compare that with the typical sailing terms offered aboard pirate ships.
I think its very easy to make the case that pirates can be looked at as freedom fighters, heroic rebels against the vicious forces of squabbling empires.
It wouldn't be hard to portray that milieu in a space opera setting. I'd probably go for something like this:
Sometime in our future, but far in the past of the setting, there was a great human diaspora. Call it the First Great Human Empire... which ultimately collapsed and fell into ruin, leaving scattered human colonies isolated in the void of space.
A group of nearby systems, or perhaps several terraformed worlds in the same system, the Core Worlds, recently re-discovered FTL drive, and have been locked in a kind of cold war, as they seek to dominate by exploiting galactic resources. While they have frequent skirmishes, they have never had the will to completely exterminate each other.
Early in their expansion, they discovered a system of humans in a technologically primitive state, who have also deviated significantly from standard humanity physically. These people, let's call them the Cimmarron, are considered to be subhuman by the Core Worlders, and are exploited as obedient slave labor.
Farther away, close to the limits of the Core Worlders' sustainable FTL drive, lies the rich expanse of the Strand, a group of materially wealthy systems, all close to one another, occupied only by other regressed human cultures, also genetically deviated from the norm. These people, the Birac, the Karawa, and others (http://www.native-languages.org/caribbean.htm), are either peaceful, or no military threat to the aggressive and technologically adept Core Worlders, and have been subject to attempted genocide, relocation, enslavement and exploitation.
The Core Worlders are busily rummaging through the systems and worlds of the Strand, seeking out lost technology, mining the asteroids for valuable ore, experimenting with native life for new drugs, importing soldiers to establish military dominance, and building settlements to contain their surplus population. Cargo and passenger vessels, sometimes escorted by warships, travel back and forth along the lines of stressed space between the Strand and the Core or Cimmarron, traveling the Great Triangle. The predictability of their path, however, makes them subject to interception.
The mechanics of FTL are such that any two stress drives in close proximity neutralize the space warp effect, dropping both ships out of stressed space until the stress drive can be brought online again. Typically only military ships have the speed and maneuverability to accomplish an interdiction maneuver, but a civilian vessel piloted by madmen who place little value on their own lives could achieve the same.
The Core Worlders, in their attempt to gain economic dominance without entering open warfare, offer 'letters of marque' to private individuals or corporations with the wealth to construct armed vessels. Unfortunately, the occupation of the Strand has gone on long enough that a vast collection of rogue Core Worlders, escaped Cimmarron slaves, and enraged Strandsmen have acquired and learned how to operate ships. They take advantage of the letters of marque to escape judicial punishment by the various competing Core World powers in the Strand, and even run their own illicit bases, in seldom-visited systems, space stations well away from typical navigation routes, abandoned asteroid mines, and other such disreputable locations.
Adding to the chaos, there are other worlds and systems in the vicinity, which may lack the height of technological power possessed by the Core, but still desire to influence the struggle taking place in this part of the Galaxy. There are rumors of stranger things beyond the borders of this sector. The Cimmarrons have been nursing a secret... some Cimmarrons can access psychic powers, which they refer to as Loas. These may be some sort of psychic gestalt, or possibly a network of First Empire Transdimensional AIs, accessed through latent nanotech implants. The Strandsmen too have stories of powers, possibly distorted memories of ancient war machines, answers to the riddle of the collapse of the First Empire. The Core Worlders may have opened up a much larger can of worms than they realize.
***
Thanks for the inspiration, it's always fun to riff on an idea. Hope that was useful to you!
See, coming from a Star Wars background, my first thought is "Make them pirates fighting against the tyranny of a ruthless Imperial Power." The raid solely against the Empire, or companies that directly feed the Imperial Machine.
If the system is corrupt, then a good man may have to turn to a life of crime, to ease his conscious. The problem is, he will find himself surrounded by the unfortunate, the greedy, and the mad.
Suceeding against those obstacles and odds, are how legends are made! ;)
Quote from: Spinachcat;587435A fan trailer for the movie?
http://www.youtube.com/watch?v=ZLsRXO24izk&feature=related
That was the most badass boarding action I've ever seen.
Thanks everyone. I'm pretty sure I'll be using Bulldogs! for this.
Here are some random thoughts.
1. Stipulate with the players before the game starts that we are talking cinematic pirates, daring and stylish rather than brutal and opportunistic.
2. Make the targets of the raids, the authorities and corporations unlikeable
3. The focus of the campaign should shift from day to day raiding to pursuing the big prize (the equivalent of treasure map) or some other larger goal at some stage, but that can probably be left to emerge organically.
4. Needs a random encounter system which include both good things like targets of opportunity as bad things like pursuing Navy vessels.
5. Might want to have some sort of Reputation mechanic for the ship, maybe something to measure crew morale. I think Rogue Trader had something like that.
6. Need to keep track of wealth somehow, ideally in an abstract way possibly tired to reputation. Bulldogs! already has something on wealth but it might need to be expanded upon.
7. The Bulldogs! method of having a NPC captain created collectively by the players should work well.
8. Cultivating informants (thanks Tim) among port officials should be a pretty component and helps take the action off the ship.
Quote from: The Traveller;587544That was the most badass boarding action I've ever seen.
Queen Emeraldis never looked so good.
You might also look at some of the mechanics and tools for the Serenity RPG, since the show/movie and the game very explicitly deal with these themes and the idea of ship-as-character.
Quote from: Spinachcat;587435A fan trailer for the movie?
http://www.youtube.com/watch?v=ZLsRXO24izk&feature=related
I need new pants! Is that for a real movie that is actually going to be released some day? (A fan movie from what I understand)
Captain Harlock made frequent appearances in my Legion of Super Heroes campaign.
RPGPundit
Quote from: Novastar;587513See, coming from a Star Wars background, my first thought is "Make them pirates fighting against the tyranny of a ruthless Imperial Power." The raid solely against the Empire, or companies that directly feed the Imperial Machine.
If the system is corrupt, then a good man may have to turn to a life of crime, to ease his conscious. The problem is, he will find himself surrounded by the unfortunate, the greedy, and the mad.
Suceeding against those obstacles and odds, are how legends are made! ;)
Back when I was trying to wrap my head around Starblazer Adventures, my wife was particularly curious about RPGs but adamantly refused to intrude upon the "boys' night" dynamic of my established gaming groups.
So I cooked up a space pirate campaign based on the story of Zheng Yi Sao (http://en.wikipedia.org/wiki/Ching_Shih). Which IMHO would make an absolutely kick-ass 1980s SF comic if you ask me: a noble and beloved admiral betrayed and murdered by a corrupt stellar empire, and his vengeful widow commandeers his fleet and goes on to become one of history's most infamous pirates.
I didn't get to run this but I sustain it would make a pretty cool game.
Quote from: vytzka;587601I need new pants! Is that for a real movie that is actually going to be released some day? (A fan movie from what I understand)
According to the author's comments, it's just an ongoing fan project to make the trailers.
Quote from: Soylent Green;587340Setting aside system considerations, how would you run a cinematic Space Pirate campaign? By cinematic I mean that the space pirates aren't really evil; they may plunder but it's done with style and daring.
Random thoughts:
- Who is the Enemy, thus capitalised? Have a good enemy that the PCs can raid / fight against without moral baggage. Others have addressed this already. An evil empire, nasty corporations, hostile aliens, etc..
- What's the loot? Piracy is all about
loot, so you should make it interesting. This, of course, ties into the wider context of the setting. What sort of things
are being transported between planets / solar systems and why? If your typical pirate loot is a small case of diamonds, why is it so? Are they industrial diamonds, and if so, what are they used for? Are they jewellery? If so, who's going to buy them, is there a local aristocracy with money to burn on useless luxuries (and who might become important later on)? Is data good loot? Without FTL communications, that only way to transmit any sort of data from private correspondence to corporate records is to put them on datacard or something and load it on a ship. Are foodstuffs or medicine good loot, are planets self-sufficient in these (in which case most stuff would be grown locally, so less cargo of the type)? Are a million cubic meters of construction-grade concrete and corrugated metal good loot? Who will buy that off the pirates, and won't the Construction Worker's Union send their hitmen after the PCs?
- What are the pirates' toys? Age of Sail pirates have cool toys: cutlasses, rapiers, pistols, a fast ship, cannon with a variety of shot, grappling hooks, etc.. What do space pirates have? Again, this ties into the technological assumptions of the setting. What's the weaponry like? How do they take over an enemy ship? Shoot the engines and guns with lasers until they blow up? EMP mine floating in space? Computer virus? Breaching pod? Teleporter? Docking clamps? How do they find their quarry? Are ships easily spotted from halfway across the system, or do you need special sensors? Do you need special equipment to trace another ship's hyperspace jump? Do you need to lower the victim's guard by stealing the radio transponder codes of local law enforcement craft and masquarade as one of them?
1.) Watch Captain Blood, The Sea Hawk, and The Buccaneer
2.) replace wooden ships with space ships.
3.) stir
If you like manga you could also check out Crossbone Gundam. Sadly it's only available in Japanese or as scanlations, but it's a pretty awesome mix of pirates and mecha.
(http://www.gearsonline.net/series/gundam/crossbone/vanguard/mother2.gif)
That's right, their ship has beam sails.
I think one big difference comes in whether you're running Space Opera or Hard Sci-fi.
If you're running Space Opera, your pirates should be basically charicatures, noble or dastardly, but essentially 17th century swashbucklers in the stars. The real consequences of what they imply should not be examined.
If you're running harder sci-fi then space pirates should be the most criminal of monsters, dooming people to a cold grave in the void, and real source of terror for anyone who travels the depths of the cosmos.
RPGPundit
Quote from: RPGPundit;589294If you're running harder sci-fi then space pirates should be the most criminal of monsters, dooming people to a cold grave in the void, and real source of terror for anyone who travels the depths of the cosmos.
Angus Thermopyle in Donaldson's Gap series is a good example of that archetype.
Quote from: RPGPundit;589294I think one big difference comes in whether you're running Space Opera or Hard Sci-fi.
If you're running Space Opera, your pirates should be basically charicatures, noble or dastardly, but essentially 17th century swashbucklers in the stars. The real consequences of what they imply should not be examined.
If you're running harder sci-fi then space pirates should be the most criminal of monsters, dooming people to a cold grave in the void, and real source of terror for anyone who travels the depths of the cosmos.
All true, though I thought I had specified my interest was in "cinematic pirates" in my original post with the accent on style and daring rather than realistic and evil.
Quote from: Soylent Green;589314All true, though I thought I had specified my interest was in "cinematic pirates" in my original post with the accent on style and daring rather than realistic and evil.
Ok, well then, Captain Harlock it is, then!
RPGPundit
Quote from: RPGPundit;589294I think one big difference comes in whether you're running Space Opera or Hard Sci-fi.
If you're running Space Opera, your pirates should be basically charicatures, noble or dastardly, but essentially 17th century swashbucklers in the stars. The real consequences of what they imply should not be examined.
If you're running harder sci-fi then space pirates should be the most criminal of monsters, dooming people to a cold grave in the void, and real source of terror for anyone who travels the depths of the cosmos.
RPGPundit
Quote from: Soylent Green;589314All true, though I thought I had specified my interest was in "cinematic pirates" in my original post with the accent on style and daring rather than realistic and evil.
I wouldn't discount a dash of realism to make the setting more believeable, though.
See, Pundit is wrong in his concept of realistic pirates being the most criminal of monsters. Realistic pirates view piracy as a business - which means finding secure ports of call to effect ship repairs, resupply, and sell the plundered goods. Crews and passengers would not be killed outright, since there can be a lot of money made from selling back hostages or even human trafficking/slavery. All of the above can be used for great adventure hooks even in a cinematic space pirates game.
Quote from: jeff37923;589557I wouldn't discount a dash of realism to make the setting more believeable, though.
See, Pundit is wrong in his concept of realistic pirates being the most criminal of monsters. Realistic pirates view piracy as a business - which means finding secure ports of call to effect ship repairs, resupply, and sell the plundered goods. Crews and passengers would not be killed outright, since there can be a lot of money made from selling back hostages or even human trafficking/slavery. All of the above can be used for great adventure hooks even in a cinematic space pirates game.
You're dead right here, Jeff. If you're running a hard SF setting or even a moderately hard one like traveller, pirates who are psychotic monsters should not last long.
If a pirate is in it for profit, maybe because he and his kind can't or won't live under some sort of oppressive regime, say, and needs the material goods to survive, he wants the goods. So he might contact a target vessel and offer to let the vessel and all aboard go unharmed if they hand over some cargo. A captain of a cargo ship might agree to this if the only alternative was death.
If the pirates are going to murder or enslave you in any event, you might self destruct the ship and cargo, which leave the pirate with nothing, or worse if he was close to your ship when you detonated it.
You need to decide what you want your pirates to be, heroes, villains or neutrals and how plausible you want your setting to be. In pure space opera anything goes and pirates can be stupid thugs and psychopaths.
I never liked the idea of stark raving insane evil for evil's sake pirates. There were pirates like them and they didn't last as long as the rational, calculating ones.
Quote from: jeff37923;589557See, Pundit is wrong in his concept of realistic pirates being the most criminal of monsters. Realistic pirates view piracy as a business - which means finding secure ports of call to effect ship repairs, resupply, and sell the plundered goods. Crews and passengers would not be killed outright, since there can be a lot of money made from selling back hostages or even human trafficking/slavery. All of the above can be used for great adventure hooks even in a cinematic space pirates game.
You knonw, even through the soft lens of genre conventions, I'm pretty sure human trafficking and slavery fall under the heading 'most criminal of monsters'.
Quote from: red lantern;589580You're dead right here, Jeff. If you're running a hard SF setting or even a moderately hard one like traveller, pirates who are psychotic monsters should not last long.
I won't be running a hard SF setting and if the player choose to play psychotic monsters I will choose not to run the game. The pitch "cinematic pirates" I would hope would address both of these concerns.
QuoteYou need to decide what you want your pirates to be, heroes, villains or neutrals and how plausible you want your setting to be. In pure space opera anything goes and pirates can be stupid thugs and psychopaths.
Yes and no. The choice between heroic, villainous or something in between is going to come from the players. With the campaign pitch I would aim to set a general tone and ensure that we think about things in terms of "Star Wars" rather than "Broadwalk Empire" so that the system choice and NPCs and situations I create are consistent with each other. But within those parameters it's the player character's actions that will determine how we perceive them.
Or you put in another way as a GM, in order to foster the light, cinematic touch it's my job to present genre appropriate situations. So for instance I should avoid presenting situations in which killing all the witnesses, men, women and children is the most practical, rational option and instead offer opportunities to raid cargo ships belonging to greedy mega-corporations known to exploit the indigenous sentient population. Whether the characters then decide to go help the exploited indigenous sentient population and do the heroic thing isn't my call.
Quote from: Soylent Green;589608You knonw, even through the soft lens of genre conventions, I'm pretty sure human trafficking and slavery fall under the heading 'most criminal of monsters'.
Point taken, but a most criminal of monsters would not approach piracy as a potentially profitable business venture. Which, may be far more vile.
Quote from: jeff37923;589557I wouldn't discount a dash of realism to make the setting more believeable, though.
See, Pundit is wrong in his concept of realistic pirates being the most criminal of monsters. Realistic pirates view piracy as a business - which means finding secure ports of call to effect ship repairs, resupply, and sell the plundered goods. Crews and passengers would not be killed outright, since there can be a lot of money made from selling back hostages or even human trafficking/slavery. All of the above can be used for great adventure hooks even in a cinematic space pirates game.
Problem is, in space (if you're being somewhat realistic) it would be very hard to take a vessel without putting it in a place where if not outright destroyed, it would be a floating coffin for all aboard. The taking of hostages may work in some situations, but would be highly impractical in others (there's limited space; plus it puts the pirates in a more difficult situation; if they're "privateers" of some kind, working with the backing of some rogue world, that might do it, but aside from that, it would be much riskier for space pirates to arrange for hostage exchanges than it would be to just strike anonymously).
RPGPundit
Quote from: RPGPundit;589949Problem is, in space (if you're being somewhat realistic) it would be very hard to take a vessel without putting it in a place where if not outright destroyed, it would be a floating coffin for all aboard. The taking of hostages may work in some situations, but would be highly impractical in others (there's limited space; plus it puts the pirates in a more difficult situation; if they're "privateers" of some kind, working with the backing of some rogue world, that might do it, but aside from that, it would be much riskier for space pirates to arrange for hostage exchanges than it would be to just strike anonymously).
RPGPundit
In EvE Online, space piracy worked precisely because the alternative to not turning over your cargo was getting blasted into the frozen vastness of space. We would gate camp a stystem gate, tackle the target ship (prevent it from warping away), take it down to about 25% hull strength, and then make the demand.... "Jettison your cargo or lose your ship!" It almost always worked, if the tackle worked. Ransoms were always honored, otherwise no one would ever surrender their cargo and you would often get less from their salvage than from what they'd hand over.
As far as inspiration materials go, reading some Alexander Dumas wouldn't steer you off course. Also there's an interesting anime called Gankutsuo which translates the Count of Monte Cristo into a space opera setting.
Quote from: Bluddworth;936574"Jettison your cargo or lose your ship!" . . . Ransoms were always honored, otherwise no one would ever surrender their cargo and you would often get less from their salvage than from what they'd hand over.
I'm forever amazed at gamers who don't get this.
Wow, how did this four year old thread come back to life?
I never did end up doing anything with the space pirate concept but re-reading this thread now, it is so crammed with good ideas I really feel I should! Thanks everyone who contributed and by all means keep the conversation going.
Quote from: Soylent Green;936621Wow, how did this four year old thread come back to life?
I never did end up doing anything with the space pirate concept but re-reading this thread now, it is so crammed with good ideas I really feel I should! Thanks everyone who contributed and by all means keep the conversation going.
Looking at real history what really helps is having a lot of wealth flowing (stuff for pirates to raid), a crazy quilt of jurisdictions (what really helped pirates is so many countries having land in the Caribbean with lots of local governments not really caring so much about pirates if they mostly stuck to raiding other countries) and being far away from the main centers of power.
Also piracy is generally high risk enough that MOST people don't do it by choice. What you get a lot is mutineers turning pirate because "well we're wanted already so why not?" or really desperate people (bankrupt mining barges converted to pirates?).
Quote from: Daztur;936647Looking at real history what really helps is having a lot of wealth flowing (stuff for pirates to raid), a crazy quilt of jurisdictions (what really helped pirates is so many countries having land in the Caribbean with lots of local governments not really caring so much about pirates if they mostly stuck to raiding other countries) and being far away from the main centers of power.
Also piracy is generally high risk enough that MOST people don't do it by choice. What you get a lot is mutineers turning pirate because "well we're wanted already so why not?" or really desperate people (bankrupt mining barges converted to pirates?).
Caribbean pirates also often came from crews who were press-ganged into serving onboard national navy vessels and decided to mutiny. The practice of impressment during that era contributed greatly to the creation of pirates.
Quote from: Bluddworth;936574In EvE Online, space piracy worked precisely because the alternative to not turning over your cargo was getting blasted into the frozen vastness of space. We would gate camp a stystem gate, tackle the target ship (prevent it from warping away), take it down to about 25% hull strength, and then make the demand.... "Jettison your cargo or lose your ship!" It almost always worked, if the tackle worked. Ransoms were always honored, otherwise no one would ever surrender their cargo and you would often get less from their salvage than from what they'd hand over.
This works the same in Classic
Traveller as well. The point of piracy ins't to board... it's to threaten MILLIONS IN CREDITS of damage.
The Players have to make a decision: Risk taking on damage to keep the cargo intact, or giving up the cargo and not risk the damage.
Again, MILLIONS IN CREDITS of damage.
There is not "right" answer, only decisions for the Players. Which makes it awesome for RPG play.
You can't do space pirates without having a robot parrot that shoots lasers.
Quote from: Doctor Jest;5889351.) Watch Captain Blood, The Sea Hawk, and The Buccaneer
2.) replace wooden ships with space ships.
3.) stir
Exactly. Go watch as many Errol Flynn and Tyrone Power movies as possible. I stole the basic premise from
Captain Blood for a Star Wars D6 game and it really took on a life of its own. You might also add elements from various war movies, especially POW flicks like
The Great Escape and
Von Ryan's Express -as well as seafaring yarns like
Damn the Defiant!.
The first thing that comes to mind when I hear the phrase "Space Pirates!" is Star Frontiers.
I'm still quite a fan of the concept of privateers. That way you can have a rag tag crew of misfits that aren't beholden to a rigid militaristic naval structure while still doing cool stuff for a cause.
Was there ever a Captain Harlock game? or sourcebook or whatever?
If not, that's a big gap in the RPG world.
Quote from: RPGPundit;939924Was there ever a Captain Harlock game? or sourcebook or whatever?
If not, that's a big gap in the RPG world.
I think "Big gap" is a matter of perspective. On the other hand I'm kind of surprised that Guardians of Order didn't go after that back in the day. Or perhaps they did and it was too much money. Or as I understand like a lot of anime/manga the IP, or bits of IP scattered about multiple people so its hard to nail down into a license.
Quote from: RPGPundit;939924Was there ever a Captain Harlock game? or sourcebook or whatever?
If not, that's a big gap in the RPG world.
Crap, another homebrew project added to my pile!
MOngoose put out the Pirates of Drinax free campaign adventure. They even finished, which I was starting to think they'd never do. It is, imagine this, about being pirates from the Drinax sector, sorta like it says on the tin. The later chapters felt a little thin to me, but the opening salvos were all piratey type stuff.
You got a ship, a letter of Marque that you can't actually use unless you 'win the campaign', a fake um... brain shutdown... pirate town? I know the damn name, but my brain keeps overwriting it with Barbados for some reason... anyway, great powers (the IMperium and the Aslan Hierate), treasure ships to steal from, pirates and pirate hunters to fight...
And if you want to follow the rest of the campaign... lots of small world politics, treaties and shit like that. Also, you know, Ihatei.
But if that's not your bag, you still have lost princes hiding in disguise trying to get their kingdoms back... sure, its a nine foot lion-dude, but this is Space Pirates.
Boom. There is your space pirates game in a box.
Don't like traveller? Don't use traveller. Betcha 90% of it is still useful to you, and the 10% that's not is shit that is easy as hell to swap out... like starship stats... from your spacy game of choice.
Yer welcome..
Quote from: Spike;940553a fake um... brain shutdown... pirate town? I know the damn name, but my brain keeps overwriting it with Barbados for some reason...
Blacksand
Quote from: Panzerkraken;940859Blacksand
Not helping.
Blacksand City, on Theev. That's the Barbados parallel.
Yes, but I'm talking about real world historical parallels... or maybe just bad disney movie examples... the name port blacksand just gives me the giggles.
Quote from: Spike;941064Yes, but I'm talking about real world historical parallels... or maybe just bad disney movie examples... the name port blacksand just gives me the giggles.
Is Tortuga the place you are thinking of?
Quote from: Soylent Green;941068Is Tortuga the place you are thinking of?
see... that wasb helpful. or i could have tried to google it, but i prefered snarking my way to the answer!
Quote from: Spike;941072see... that wasb helpful. or i could have tried to google it, but i prefered snarking my way to the answer!
Does that mean I win the Internet?
seeing as I got the answer without google over two or three days... I think I won. Snark for Victory!!!