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submitted 1 year ago* (last edited 1 year ago) by jossbo@lemmy.ml to c/dnd@lemmy.world

First off: Sawbones, Moonie, Reeva or Mygg, if you're reading this, DON'T!

I'm running a pirate-themed homebrew campaign set in a homebrewed place which I've plonked down in The Sea of Falling Stars. I call it The Southern Isles, and its rife with piracy. The de facto 'government' is The Southern Islands Company, who run the place for profit and starve the population with high taxes and tithes, and who brutally suppress any rebellion. I've used every pirate and maritime trope I can think of in planning the plot, creating encounters and filling it with characters.

I figured this will help me add flavour to the world, and could be a good resource for anyone planning a similar campaign, or one shot or whatever.

Edit: I should maybe note I already played quite a bit in this setting and after a long hiatus I am starting it back up for Season 2, so partly this is a way for me to get it all fresh in my head again.

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[-] Koopa_Khan@lemmy.world 1 points 1 year ago

Traditionally, pirates elected the captain and bosun. They would recall people in these positions if they didn’t like the decisions that were made. Does your crew do this?

How is the loot shared? How are routes decided?

Source for above.

[-] jossbo@lemmy.ml 2 points 1 year ago

Yep, the pirate captain that helped them take their ship do so on the condition that they implement some version of The Pirate Code. All major decisions are decided by vote, with each crewman also getting a vote. In practice I would rarely have the crew vote against the party, just cos that's no fun. But morale has been getting low, and if they don't address it, they may decide they want a new Captain and try for a vote, giving the players a crisis to deal with.

Loot is also shared out equally, except the captain/officers get two shares. The players decided that they all collectively share the position of captain, while also having other roles. So they all get twice what the crew gets. I believe this is pretty accurate historically.

I just let the players decide the route though, I'll only get the crew to protest if they haven't taken a prize for a while, or if I think the crew would have an issue with the specific destination they choose. One of the players has the role of navigator so she does a check to see if she does a good job of that. If she doesn't, I roll on my encounter table and something gets in their way, slows them down, or attacks.

this post was submitted on 11 Jul 2023
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