Re: Megacriminal ships

By Greg Givler SUPPORT ·

TML message #338From bundle 33Read the whole thread (4 messages)All messages with this subject

In reply to #332 Megacriminal ships by Adrian Hurt Replies:
>From: [email removed]
>Subject: Megacriminal ships
>Date: Mon, 1 May 89 10:29:40 BST
>Archive-Message-Number: 332

>>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.

[Lots of good ideas deleted]

I just want to say thanks, I think that I may have become stuffy in my old
age :-D , I wasn't having fun running them because they kept trying to think
of ways to kill each other. But if they become pirates then advancement thru
murder is quite a "ends justifies the means" way of handling it. At least in
my mind (warped though it may be :-)

>"There are old pirates, there are bold pirates, but there are no old, bold
>pirates."

I hadn't considered this, and this way they can't say that I am out to get
them after all they are doing something that is considered Illegal.


>To summarise: if you think about it, and if the players aren't just getting
>homicidal, a pirate campaign can be fun and challenging.

Thanks again for the advice, BTW, what do all of you use for punishment of
pirates? In my old justice system, it is DEATH BY CYCLING, and I don't mean
riding a bike!


> "Keyboard? How quaint!" - M. Scott

> Adrian Hurt			     |	JANET:  [email removed]
> UUCP: ..!ukc!cs.hw.ac.uk!adrian     |  ARPA:   [email removed]

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Greg Givler                        Q-Link: Commodore
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I usually have something clever to say.... but.... oh well.....
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