SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

Best pirate RPG?

Started by Trond, June 29, 2016, 12:48:42 PM

Previous topic - Next topic

Necrozius

I'm sorely tempted to get Pirates of the Spanish Main.

For those familiar with it, how compatible/redundant is it with Savage Worlds Deluxe Explorer's edition? Does it add anything that I can't already wing with just the core rules?

EDIT: Regardless, very excited 'cause I scored about 200 ships from the foldable card game on eBay. Man they're neat.

Christopher Brady

Quote from: Necrozius;917411I'm sorely tempted to get Pirates of the Spanish Main.

For those familiar with it, how compatible/redundant is it with Savage Worlds Deluxe Explorer's edition? Does it add anything that I can't already wing with just the core rules?

EDIT: Regardless, very excited 'cause I scored about 200 ships from the foldable card game on eBay. Man they're neat.

100% compatible.  I own both books.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

vgunn

Crimson Cutlass
Honor+Intrigue
Flashing Blades + High Seas
 

daniel_ream

Quote from: Necrozius;917411EDIT: Regardless, very excited 'cause I scored about 200 ships from the foldable card game on eBay. Man they're neat.

I hate you.

Wanna trade dupes?
D&D is becoming Self-Referential.  It is no longer Setting Referential, where it takes references outside of itself. It is becoming like Ouroboros in its self-gleaning for tropes, no longer attached, let alone needing outside context.
~ Opaopajr

Philotomy Jurament

The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

Bluddworth

I played Pirates & Plunder back in the 80's and remember it better than its reputation today, but I haven't seen it in decades.  Immsurprised no one mentioned Star Frontiers (TSR), but I imagine space pirates was not really what the thread was looking for.
Unscripted & Unchained RPG Review (Youtube)
R.Sell Games Publishing (DrivethruRPG)
Bluddworth@Bluddwolf (Twitter)
DM Bluddworth (MeWe)

Black Vulmea

Quote from: slayride35;912025As for armor and pirate games, one of the major problems armor has is that it weighs you down and makes you less effective at swimming.
If you're swimming, armor isn't your problem - not being on the ship is.

If you're in the water, you already fucked up.
"Of course five generic Kobolds in a plain room is going to be dull. Making it potentially not dull is kinda the GM\'s job." - #Ladybird, theRPGsite

Really Bad Eggs - swashbuckling roleplaying games blog  | Promise City - Boot Hill campaign blog

ACS

darthfozzywig

Quote from: Black Vulmea;936589If you're swimming, armor isn't your problem - not being on the ship is.

If you're in the water, you already fucked up.

Hah!

Yeah, we had that discussion awhile back when my WFRP campaign went nautical. One player (Mister Mail - the guy who always asks about sleeping in his armour, etc) straight away went to "how will my armour affect my swimming?"

I just cackled.
This space intentionally left blank

Spinachcat

Quote from: DavetheLost;905861I am a big fan of Pirates & Dragons.

I want to hear more about this game!

Somebody start a thread!


Quote from: Trond;906012Wow. The covers are deceptively simple-looking, but you were not kidding. Someone put a lot of work into this. Your linked book is actually only one third of the material.

Crimson Cutlass is freaking amazing. It was decades ahead of its time, but it had no marketing.


Quote from: Telarus;906021Wow, great thread. I've been looking at Pirate games for inspiration for a little while, specifically Ship-related rules.

Do any of the games mentioned do something really unique or interesting with how ships and characters interact with each other?

Yes! Crimson Cutlass uses a Tarot deck and pieces of eight (D8s), but beyond the flavorful bits, the real cool stuff is how the systems work.

Chargen - its based first on major Traits, then on a few skills. But your combat talents grow only by being involved in combat and you can lose your talents if your fail because its based on your confidence to pull off manuevers in fights.

XP - instead of XP, you have to hit a bunch of generally defined goals and then you level. You will often have to stretch outside your PCs comfort zone to achieve the various goals.

Combat - you declare your PC's general intention and the cards and dice tell us exactly what your PCs just did. It's fast, flavorful and deadly.

Sandbox via the Fates - the GM introduces a beginning, but the cards and dice lead us into various possibilities interpreted by the GM based on the adventure. The PCs must drive toward their goals and the world is constantly in motion around them with distractions, diversions, and luck both good and bad.


Quote from: baran_i_kanu;907705Pirates from New Dimension Games if pretty great.
Decent system, covers pretty much every piratey thing including cargo, trade, etc.
Homepage: http://www.newdimensiongames.com/pirates1.htm
A review: https://www.rpg.net/reviews/archive/14/14887.phtml

New Dimension Games does good work.

Here's my review of NDG's Pirates
https://www.rpg.net/reviews/archive/14/14887.phtml

Here's my review of NDG's Fantasia: the Book of All Knowing (aka, his very cool faux-LOTR game)
https://www.rpg.net/reviews/archive/12/12068.phtml

AsenRG

Le Pavillion Noir, no contest:).
Second place goes to Flashing Blades, Honour+Intrigue, and Mythras (though it would need the right supplement, but can also do viking pirates).
Spellbound Kingdoms also deserves a mention, but it doesn't have a big nautical section, though the upcoming supplement might change that;).
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

S'mon

Quote from: Christopher Brady;909901That doesn't work with D&D without massive houseruling with certain editions, simply because armour is your dodge, and the more you have, the more nimble in combat you are.

But for the most part, I agree with you.

I'm planning to start a 5e D&D pirates campaign in January using an adaptation of Paizo's Skull & Shackles. My thinking is to replace Heavy Armour Proficiency with the Barbarian 'Unarmoured Toughness' ability where you add your CON bonus to AC while unarmoured. Or it might make more sense to make it the STR bonus instead ('Indomitable?') since (a) STR is underpowered in 5e and (b) parrying and dodging both relate more to strength than toughness. The idea is simply to produce reasonable ACs that work with the game.
Shadowdark Wilderlands (Fridays 6pm UK/1pm EST)  https://smons.blogspot.com/2024/08/shadowdark.html

One Horse Town

Feat

Sealegs: You gain proficiency with the Athletics skill and gain a +2 bonus to AC when not wearing any armour. You also gain Advantage with saving throws made to avoid the Prone condition.