Pirate themed adventure and 1st time GM'ing in over 30 yrs


Advice


Hello all!

I'm thinking of taking over a GM for a while to allow our current GM to be a player! Everyone seems to be hyped for a pirate themed adventure. Any advise for books/adventures to get/read?? Also, over 30 yrs since I have Gm'ed...Any advise or words of wisdom?? Thank you all in advance.

Location is not a issue...i was thinking perhaps inner seas...but not fixed on that.


I haven't read it yet(unfortunately), but "Freeport, The City of Adventure" should have plenty of pirate flavor to offer.

Words of wisdom...I've always felt one way of engaging their imagination is in the details of description over the course of the adventure. Not overly long prose, but little details added here & there; the smell of gunpowder for the cannons, stepping past someone securing a rigging line, the pounding of feet upon the deck, the salt breeze, or a light haze covering the stars. Their minds start filling in the rest. Sights, smells, sounds, touch.

Have fun!

Silver Crusade

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Pathfinder Adventure Path Subscriber

Skull and Shackles is the best AP for Pirate themes.


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Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Y'arr! That be the truth!


Plunder and Peril is an awesome module, and can be used as an alternate entry point into book 3 of Skull and Shackles


You should check out some of the GM'ing guides in Guide to Guides. Plenty of good stuff there that could refresh you a bit.


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MageHunter wrote:
You should check out some of the GM'ing guides in Guide to Guides. Plenty of good stuff there that could refresh you a bit.

Link for you.


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Check out this thread for loads of pirate adventures and sourcebooks.

Aside from Paizo's Skull&Shackles AP, Frog God Games Razor Coast and Green Ronin's Freeport product line stand out

RPG Superstar 2009 Top 8

Lots of resources out there for the look and feel. Some have already been mentioned.

1. In terms of actual gameplay and mechanics. I would advise you to think about firearms. Lots of people expect cannons and flintlocks in their pirate games. Lots of people don't want firearms in their game.
Figure out where you and the players fall on this spectrum. Including firearms can really change the way the game is played.

2. Lots of people want to play pirates as they were; terrible criminals who kill, lie, cheat and steal. Lots of people don't like playing with evil alignments or want to play the 'good guys'. Figure out where you and your players fall on that spectrum too. You don't want to have the game fall apart due to inter-party conflict.

3. Chances are, at some point, ship-to-ship combat will occurr. There are lots of varying systems and rule sets out there that handle this. Some are very complex and really try to do it realistically, some are very simple and are designed to simply handwave a lot of it in order to get the PCs onto the deck of a ship so regular combat can occurr. Find the one that works best for you and get semi-comfortable with the rules.

Just some thoughts

Sovereign Court

Pathfinder Pawns Subscriber

Skulls and Shackles. You must!


Thanks for all the advise folks! Kinda leaning towards taking over for a bit to give out current GM some time off. I have the whole month of December and most of January to get ready...should be enough time!

Sovereign Court

Pathfinder Pawns Subscriber
ferris6266 wrote:
Thanks for all the advise folks! Kinda leaning towards taking over for a bit to give out current GM some time off. I have the whole month of December and most of January to get ready...should be enough time!

In this case, may I suggest something that will save you a LOT of time? This free product is highly recommended... it includes rules for ship to ship combat, ship siege weapons, etc.


i actually dl'ed that today...any other freebies recommended??


or any other books that dont cost too much?? aside from the ones mentioned??

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