Don’t mess with Texas – even in tabletop gaming!
Yes: I love Yaquinto Publications, and still have a lot of fond memories about Pirates & Plunder, which I ran from
1996 to ’99, and it was the only “fantasy” game I ran with absolutely no magic in the entire campaign – very refreshing. Everything
else I ever ran had magic in it, except for one or two short sci-fi or James
Bond campaigns. But not having to bother with magic is truly like a DM’s paid
vacation...
One player tackled the role of young Captain
Joshua Tew, a (fictional) brother of the infamous Thomas Tew of the Amity. Josh Tew’s own ship was the Marmaduke, with a crew of 38 ruthless sailors,
mostly Englishmen from the Bahamas, with some French outlaws thrown into the
mix... Captain Tew was a good leader, bold, charismatic, just sneaky enough,
and not as insane as most (if not all) of the other PCs.
Second player was a crazy Quaker priest
obsessed with converting Indians and Pirates alike to the True Religion – his
own. He wasn’t a coward, though, and took an active part in every battle,
slashing around with his sabre, and jumping like a madman right in the midst of
Spanish soldiers whenever he had the chance. Sometimes he even went bananas and
drew his blade during non-fight scenes, like at a dinner party in Tobago with
some rich tobacco farmers and their families...
Third player was a young chap who never
seemed to own enough gunpowder and weapons and muskets and pistols and sabres
and rapiers and knives. He was a fifteen-year-old walking arsenal, and never
wasted a single round recharging any
gun. He just lined them up along the railing prior to a fight, twenty or
twenty-five loaded guns, and nobody else would dare touch ‘em, and he was all
set then – because, honestly, what RPG fight scene ever lasted twenty-five rounds?
Fourth
player was an old hand: an experienced French sailor who never wore any armor.
His Constitution / Toughness score was so damn high that his (hairy) bare chest
was less likely to suffer a wound than the Captain’s with his leather brigandine
and silk shirt. Old Jacquot owned two weapons – a regular sword, and a seventy-year-old
musket with a slightly bent barrel. A cask of rum once fell onto the gun, and
Old Jacquot kept it and patiently trained himself to aim with that bent barrel.
After a few years, he’d mastered “the bend” and could fire his musket with a
normal hit probability – but anybody else suffered a -30 penalty if they ever tried
to shoot with this particular gun, and Jacquot himself had a -25 penalty when
aiming with any firearm other than his
own.
They played long adventures on the Mosquito
Coast, in the Bahamas, in Jamaica, Tobago, Maracaibo, and on more than a few
tiny islands and cays. One time, they completely destroyed the small port of
Matthew Town in the Bahamas – an operation that required almost three hours of
sustained cannon fire, along with thirty powder kegs stashed in advance near
city hall, the church, and the jailhouse! And all of that was just because one guy they needed to kill was hiding
somewhere in town, and they couldn’t find him...
I’ve heard quite a few Dungeon Masters talk
about running the “best game of their life”. They think about it, they plan on
it, talk about it... but is it going to happen? Or maybe the question should
be: has it already happened?
If you took up DMing at age fifteen, by the
time you hit thirty you already have way more experience than EGG himself when
he was running that legendary Greyhawk campaign in the early seventies. Here’s a
little equation to measure that. You take the year you first started DMing, add
fifteen to it, and that’s your “DMing Peak”. Now, what were you running right around
that time? Look it up.
Arrrrrrrrrrrrrrrrr!!!!!
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