Saturday, September 19, 2020

5 Questions You Should Ask For Pirate Characters in Your Game

Since September 19th is official Talk Like a Pirate Day, I figured that this would be a good time to think about all the salty dogs, scallywags, buccaneers, and sea reavers who've graced our games over the years. If you can feel the sea calling to your dice for your next game, here are some thoughts you should keep in mind before you set sail for high adventure!

For adventure, for treasure, and for the fate of the realms!

Also, before we get into the meat of this week's update, I wanted to remind everyone that I now have a newsletter! It's going out once a week on Mondays, and it will give you a full recap of the entire week's releases, project progress, and news... so sign up today if you don't want to miss anything from me again!

Now, without further ado, let's get started...

#1: Who Did You Serve With?


Jack? Oh yeah, he and I go way back...

Piracy is one of those crimes you don't commit on your own. Whether you're in a longship with a dozen other raiders, or you've got a galley with half a hundred big guns along each side, pirates are sailors first and foremost. And to sail a vessel, you need to be part of a crew.

Which begs the question... who did you serve with?

The answer to this question can be as detailed as you want, but it's a good idea to have at least a few specifics when it comes to your former crew members. Who were your friends on the crew? Who were your enemies? Did the bosun have it in for you, always giving you the worst duties he could? Were you and the captain close, or were you so far down the ranks that she only recognized you by your signature on the crew's roster? Given that a pirate operation could be as small as a few dozen, or as sweeping as a fleet, you've got plenty of room to play with, here.

For quick inspiration on this one, check out my 100 Pirates to Encounter supplement! From captains and first mates all the way down to the lowest deck hands, there's a little bit of everything in there. If that's not enough, you might find that 100 Random Bandits to Meet can fill in the gaps.

#2: Why Did You Become a Pirate?


College debt ain't going to pay itself.

As with any other profession, the motivation behind your choice to turn pirate can speak volumes for who your character is, and what their experience has been. For example, were you a former navy sailor who found themselves at loose ends after a war? A fisherman whose livelihood was disrupted by the new path taken by silver haulers, so you decided to raid them for the wealth they'd stolen from you? Were you press-ganged into service by pirates who took your ship? Did you wake up with a splitting headache from the night before, already on a ship miles out to sea?

All of these choices, and many more, are valid options.

It's also important to consider what I said in 3 Questions For Fleshing Out Criminal Characters, and to ask if your character is currently a pirate, an ex-pirate, or if they return to the trade as the winds of chance blow. Do they tell themselves they just need one more big score to get out, or are they married to the life? Did they get in out of necessity, but now it's the only way they know how to be?

Just some things to think about.

#3: What Was Your Ship's Code?


Just make your mark, and head to your berth.

Normally I'm one of the first people to remind players and DMs that the history, rules, customs, and traditions of a fantasy world are not required to mirror those of ours. With that said, though, the idea of a pirate ship having a code of conduct that members were expected to follow, as well as specific rules laid out for shares of treasure and compensation for injuries is something I think is worth adding into a character's history for sheer world building flair, if nothing else.

I talk about this more in Was The Pirate Code a Real Thing?, but it can add a lot of interesting points to a character. Perhaps they suggest the party draws up a contract, complete with loot distribution agreements, behavior requirements, and what lengths other members must go to in the name of the fellowship. For those who want to incorporate a little more history, making it a democratic process where all members get a say could make for interesting RP, even if everyone is just sitting around the table in the inn as they decide the basis of their working arrangement.

#4: What Is Your Reputation?


Yeah, you see those around here. I've got a history.

I first talked about this in Character Reputation in RPGs: The Small Legend, but it's particularly important when it comes to pirates. Whether you're an infamous pirate captain like the Dread Pirate Roberts (speaking of, his conversion guide is still up!), or you were simply part of an infamous crew, those are the things people are going to recognize when they size you up. Being a pirate is basically joining a floating gang, and whether you're still flashing colors, talking their particular lingo, or you have some indelible marks that show you were once a part of that crew, people are going to notice them and react accordingly.

I listed several possibilities specifically for pirates in 100 Fantasy Tattoos (And The Meaning Behind Them) in case you missed that supplement and were looking for a reason to pick it up.

#5: Remember, Any Class Can Be a Pirate


You'll address me as Captain or Sir, sailor, is that understood?

I made this point back in Any Class Can Be a Knight (More Thoughts on Outside-The-Box Character Presentation), and I hinted at it in Make Characters More Unique By Adding "But on The High Seas", but it's definitely worth repeating. Your class is just a set of skills and abilities your character possesses... it's not their job.

So the question you have to ask is what does a character with your class bring to a pirate crew?

Some of those answers are going to be obvious. A swashbuckler can easily move over difficult terrain, stabbing and parrying in the close quarters of ship-to-ship combat. A barbarian's fury would be holy hell unleashed on the narrow confines of a deck when there's no room to flee. A wizard on the high seas could act as a living artillery piece, crippling enemy ships with a wave of their hand, or summoning fog banks to cover an escape. A bard could act as a competent bosun, shouting out orders and inspiring the crew, while a druid might act as ship's navigator, summoning aid from the very waters to help them.

Just some thoughts to keep in mind, whether you're exploring the archetype of the pirate as an exercise in something new, or you're gearing up for Skull and Shackles, or a similar adventure path/campaign!

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That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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