>I dont really care for MegaTraveller that much, although I like the task
>system to handle things that aren't in the rules I tend to use the 8+ die
>roll modified by whatever it needs to modify it.
My thoughts and actions exactly!
>but how do you handle a bunch of adventurers that are about to enter a life
>of crime, and start pirating starships. Do you let them get themselves killed,
>or do you let it lead where it may and the Devil be damned?
Let it lead where it may. As GM, you're not responsible for your players'
actions. You're responsible for what happens to them afterwards. A few hints
for prospective pirates follow.
"There are old pirates, there are bold pirates, but there are no old, bold
pirates." If they're careful, they may do well. If not, there is a Navy, one
of whose functions is to get them. Having said that, if they become
swashbucklers, give them a chance to be heroic.
They should not get greedy. Take one or two ships in a system, then go to
another system entirely. If piracy doesn't upset trade too much, they won't
have to worry about much more than the occasional patrol cruiser on patrol.
If they start wiping out everything in one region, then the Navy will be after
them in force. How much is after them will depend on how much of a nuisance
they become.
What will they do with prisoners? Kill them all, and leave no evidence? Or
let them live, treat them well, and release them soon? If the former, then
somehow some evidence will get out, and then they'll be Public Enemy No. 1.
If the latter, then when they have a reputation, the next trader they attack
will be more likely to surrender if its crew knows they'll get out alive and
well. It also fits in better with the swashbuckling image. They may even
become Public Hero No. 1!
They should think about where they will use for a base. They'll need supplies;
and one day, they'll meet a trader who fights back and damages their ship.
They had better not have antagonised all the class A and B starports!
They should think about what to do about stolen cargo. You do not just sell it
as if it were regular cargo!
They may run into other pirates who resent them poaching. Or pirates who have
accepted the offer below.
If they do really well, the Navy may ask them to go straight and help them hunt
down other pirates, in return for an amnesty. This actually happened in the age
of sail, to Sir Henry Morgan.
To summarise: if you think about it, and if the players aren't just getting
homicidal, a pirate campaign can be fun and challenging.
"Keyboard? How quaint!" - M. Scott
Adrian Hurt | JANET: [email removed]
UUCP: ..!ukc!cs.hw.ac.uk!adrian | ARPA: [email removed]