I'm a pirate captain! ...Uh, now what?


Advice

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So I've been playing in the Skull and Shackles AP, and we're now in the second book, having gained our own ship and crew. My character has taken on the role of captain, as a human inquisitor of Besmara (with the conversion inquisition). She's got pretty good combat ability, high profession sailor, and the highest intimidate skill in the party. She's proud of her pirate-y ancestry, having a pirate grandmother who terrorized The Inner Sea, and is (ostensibly) a chaotic-neutral devoted servant of Besmara intent on making a violent and illegal profit on the seas.

On paper, she makes a great captain, and that was my intent; the other players also recognized this, and have been in support of her being the captain since level one. There's only one problem, though: I'm not very good at playing a pirate captain. I'm still figuring out how to play this character, and with the responsibility of a captain I tend to hesitate and consider my options when it comes to make a captain-ly decisions. Any advice on stepping up my captain game, to make those decisions with more authority? My GM is great, but his NPCs are constantly mocking or challenging my authority, and I'm looking to change that (or at least figure out a better response than stern silence or immediately attacking).


Well first of all, I have a question. Is there no separation between out of game actions and in game actions at your table?

For instance, you say you hesitate. Does that mean your character also hesitates automatically? If you take a moment to think on your words, does that mean your character also does?

I know some groups play it like that but thats kind of bull if you ask me. I dont have to be personally talented at swordmanship to play a fighter, or be able to conjure fire from my raw will to play a sorceror. Its pretty rediculous for me personally to have to be quick witted and charming, to play a character with high social skills. I'd talk to your dm about this. There needs to be some kind of separation between what you are capable of and what your character is. I'm not saying you should just have to roll the dice on an intimidate check and call it done. But needing a minute to think over your words isnt unreasonable.

That said, a few options. Practice your put downs. You can always buy yourself time with a vicious comment. 'Another word out of you lot and I'll cut our your tongues and shove them up your arses' (insert intimidate check). Given as an inquisitor you probably have a very good intimidate, that should shut them up.

If it doesnt, well you have a boson right? Punish those who mock you. You are a pirate damnit not a school teacher. Someone says something you dont like, give them the cat o nine. You dont even have to do that yourself, you should have a (presumably) loyal assistant for such activity.

Another option. You have a high proffession sailor. If a situation comes up where you have to make a captainy descision, say 'I roll a proffession sailor check to see what my character knows about these circumstances' or maybe a knowledge check, or a sense motive, or whatever, something mechanical that will buy you a bit of time to think on it.


take on someone in the group as first mate, preferrably someone really scary and loud

let them deal with the rabble while your tactical brilliance is put to work behind the scenes


Keep your friends close and your enemies closer, give the npc the chance to prove themselves, guess who gets to lead the unwinable boarding actions, faces all of the trials (as in punishment adjufications) as "the captians champion". If they refuse the porate ship is not a democracy, punish them, sweat box, lashes, keelhaul etc, as a great man once said "fear will keep them in line"

As for decisions give overall commands and leave the details to subordinates, if the decision is good you have done well. If the decision has turned out bad it is the subordinates fault. If they complain too much see above.

Give the hard decisions and actions to the npc, if good result well done to tou, of bad they walk the plank.

Yaaarrrr


damn it ninjaed twice.

Silver Crusade RPG Superstar 2014 Top 16

Kolokotroni wrote:
I dont have to be personally talented at swordmanship to play a fighter, or be able to conjure fire from my raw will to play a sorceror. Its pretty rediculous for me personally to have to be quick witted and charming, to play a character with high social skills. I'd talk to your dm about this. There needs to be some kind of separation between what you are capable of and what your character is. I'm not saying you should just have to roll the dice on an intimidate check and call it done. But needing a minute to think over your words isnt unreasonable.

This distinction is super important!

No one asks a player to bench press 300 lbs to determine success of strength based check.

No one asks a player to recite every deity, their domains, and their avatars to determine success of Knowledge(Religion)

No one asks you to dodge a wrench or walk a tightrope to make an Acrobatics check.

So why is there an expectation that a player needs to be particularly loquacious or persuasive out of character, in order to portray those facotrs in character?

You regularly ask the GM "what do I know about this widget" and are told "Roll a Knowledge (Arcana) check," so it seems equally reasonable for a player to say "I want to talk my way past that bouncer" and be told "Roll a Diplomacy check."

Alternately, had you said, "I want to dress like a Field Marshal of Magnimar, and scare the young Private of the Watch into letting me get by his checkpoint," then you'd be ask to roll Disguise and Intimidate checks instead of being forced to raid Party City for an outfit, and roleplay the whole conversation verbatim.

As an aside, the reverse of this is true as well. A player with the gift of gab, should not be allowed to make up for their 7 CHA just because they themselves can really roleplay it up.


I'm playing the captain in a Skull and Shackles game and I usually consult my officers (a bit like Picard on Star Trek). I also don't have anywhere near the highest sailor skill in the group, but I do happen to have the best Charisma. Plus I'm the only evil PC of the group - so making the bastard decisions is something my PC's personality can more easily embrace.

We also have an inquisitor of Besmara in the party - she's basically our sailing master. A rogue archer is a mate in charge of the riggers and chief gunner. And the big, melee ranger heads up armed operations and security in general.

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