Pirates — Transcription

Jords
0s
Hi, welcome to Playtonics.
3s
I'm Jords.
Rocky
4s
I'm Rocky, and this is the show where we consume some media, digested a little bit, and then Baby Bird it back out into your role-playing game sessions.
14s
It's a new year, Jords, and I'm trying a new intro.
Jords
16s
This is the 3rd time baby birding has come up in a role-playing context in 2 weeks.
Rocky
21s
So we are coming up on year 3 now.
26s
Well, no, we've just started year 3 now.
28s
So I'm going to skip the, skip the what the show is about.
33s
Should we go straight into what kind of content we have consumed for for conversion into that beautifully structured session, jus that we both enjoy?
Jords
47s
Absolutely.
48s
Uh, the inputs to the just making machine for this episode is pirate media.
Rocky
57s
Yar.
Jords
58s
The swashbuckling kind.
Rocky
58s
Yar, me hearties.
Jords
1m 1s
What is a pirate's favourite letter?
Rocky
1m 4s
You'd think it would be R, but in truth, it's the C they love most.
Jords
1m 7s
You would.
1m 10s
Oh, absolutely.
1m 13s
We are doing pirates.
1m 15s
This is one that's been requested a couple of times.
1m 18s
A lot of different takes on pirates.
1m 20s
Do people want to know about like the history and economic reasons why piracy would be a viable mechanism?
1m 28s
Turns out it's probably not the bit that most people are keen on.
Rocky
1m 31s
Absolutely not.
1m 33s
They want to be Captain Jack Sparrow.
Jords
1m 35s
So yeah, we figured we might 1st build some sort of theme park ride and then retroactively turn that into a role-playing game.
Rocky
1m 44s
That's actually, I'm really glad that the theme park ride.
1m 47s
So if you what George is referring to, if you haven't heard of it, is that Pirates of the Caribbean, before it was anything else, was just a theme park ride.
1m 54s
I think it was like, I think it was like a roller coaster-esque one, like one of those narrative roller coasters.
1m 59s
But one of my favourite articles about game design isn't actually about game design at all.
2m 3s
And I'll link to this in the show notes.
2m 5s
It's an interview with a roller coaster designer talking about how they think about designing the experience of being on a roller coaster, um, which, and like what people feel at each step.
2m 19s
And there's all these little like design techniques that they can deploy to make people feel certain ways.
2m 23s
And I'm like, it's not the worst metaphor I've ever seen and for being a role-playing game master.
2m 28s
You are the one who gets to design the roller coaster and you have certain tools of the trade at your disposal.
2m 34s
I'll dig that article up because I really, really like it.
2m 37s
I feel like we would have a good chat, me and Mr...
Jords
2m 42s
Hmm, I like the metaphor insofar as, like, it's got the beats and the highs and the lows and the twists and the turns, but a roller coaster is by design on rails.
2m 53s
Whereas something like a waterslide has a little bit of a dynamics element.
Rocky
3m
Yeah, yeah.
3m 1s
Or like, ah, see, now I'm just now now we're just going off the deep end, but now I'm like,
3m 8s
is where your waterslide should be, by the way.
3m 10s
You don't want a water slide landing in the shallow, and that's how you end up with a bruised tailbone.
3m 15s
Um, yeah, like bumper car arena.
3m 18s
I don't know.
3m 19s
something that puts the players in control.
Jords
3m 20s
Bambakar Rainer is the metaphor for the game loop, but there's a bit of dynamics in that you can bump into other people, but you're eventually going to end up in the same point to do it all again.
3m 31s
Maybe with some resources gained or lost.
Rocky
3m 32s
Yeah.
3m 35s
Like, ah, like a go-kart track.
Jords
3m 40s
All right, the new challenge here is what carnival-esque thing can't be metaphor into a role-playing game designer's kind of wheelhouse?
Rocky
3m 52s
I don't think I don't think that's the topic that we picked for this episode at all.
Jords
3m 54s
Pirates, that's right.
Rocky
3m 56s
We picked pirates.
3m 58s
Yeah, so I'm assuming you did not, unless the budget for this show has increased way more than I would have thought.
4m 8s
I'm assuming you did not fly to Disney and ride Pirates of the Caribbean to prep for this show.
4m 13s
What did you consume?
Jords
4m 14s
You have a budget?
Rocky
4m 15s
No.
Jords
4m 19s
I've been getting by on the lint in my pockets.
Rocky
4m 21s
Yeah, that's yep.
Jords
4m 25s
I went back and watched the OG, the Curse of the Black Pearl, Pirates of the Caribbean film.
4m 31s
That was my primary touch point for this one.
4m 34s
along with the like 100000000 other pieces of pirate-based media that cropped up in the last 25 years.
Rocky
4m 41s
Yeah, they definitely had a moment there, um, between, like, Pirates of the Caribbean, but then also, like, Black sales was a thing for a while.
4m 50s
Our flag means death on the perhaps less, yeah, less serious end of things.
4m 56s
I watched.
4m 58s
No.
Jords
4m 59s
You watched the pages of a book?
Rocky
5m 2s
Yeah.
5m 3s
For my homework, I watched the pages of the pirate book, which I would argue is perhaps the only pirate story we have ever told, which is Treasure Island.
5m 16s
I've had a copy of Treasure Island on my shelf for 10 plus years and I've never read it.
5m 21s
And I finally got around to reading it.
5m 24s
And it's one of those experiences that you have of like reading the OG thing and being like, ugh, this is so tropy.
5m 32s
And then realising that it's where all the tropes came from.
Jords
5m 36s
how I felt about reading the magician by Raymond Feist.
Rocky
5m 39s
Yeah, it's uh, it's got it all.
5m 42s
It's got it's got Long John Silver.
5m 44s
It's got the ghost of Captain Flint.
5m 46s
It's got old Ben Gunn and his desire for cheese.
5m 52s
Uh, it's like, it's, Amazing.
Jords
5m 53s
The classic pirate trout.
Rocky
5m 56s
And I think one of my favourite things about it is that I don't think I've ever seen a straight down the line adaptation of this.
6m 7s
What I have seen is 2 things.
6m 10s
I've seen Disney's Treasure Planet, which actually slaps, and I will hear no arguments that it was like not an incredible movie.
6m 19s
And the other, like, visual touch point for this, for me, was the Muppet adaptation of the treasure of Treasure Island, which I not only saw as a film, but that was one of the, like, few video games that we had was the, like, Muppet Treasure Island, uh, point and click, um, like, live video adventure.
Jords
6m 38s
Adventure game.
Rocky
6m 40s
Yeah.
6m 41s
And so when I was reading this book.
6m 44s
Um, Captain Smollett was Sam the Eagle, and Ben Gunn was a robot.
6m 50s
And I just think that made the whole thing better.
Jords
6m 55s
Now you're bringing up video games.
6m 56s
I actually have another thing that I've been playing recently, which is Sea of Thieves.
Rocky
7m
Mm, yeah, Sea of Thieves is a good one.
7m 2s
Sea of Thieves is like very inspired by Pirates of the Caribbean.
7m 5s
The other entry in the video game space, which, again, I've...
7m 10s
was Sid Mia's pirates.
Jords
7m 11s
Myers Pirates? Yeah.
Rocky
7m 12s
Yeah.
Jords
7m 13s
played a lot of that back in the day.
Rocky
7m 16s
I did not ever play the original, like the OG one, but I did play the like mid 2000s remake a lot, which I gather was pretty much the same mechanics, but with a fresh graphics engine.
7m 28s
Um, and that was like, if you want to, if you want to think about like, a little bit more of the economics, I guess, um, of like running a pirate ship.
7m 39s
Um, Then what you want is not, not a role-playing game.
Jords
7m 40s
Which I do?
Rocky
7m 45s
What you want to do is just go play Sydney as Pirates again.
Jords
7m 49s
I mean, I've also played a lot of the patrician series and very strong piracy elements, empire building through piracy.
7m 56s
But not really swashbuckling.
7m 59s
doesn't hold the same person to person, like bombastic interaction.
Rocky
8m 6s
which I think is what we want.
8m 7s
And I feel like that's a good, a good segue into having a bit of a chat about what makes a pirate story, a pirate story.
8m 18s
What are the ingredients that we want to make sure we have prepped in our pockets, on our index cards in our notebooks, like whatever, lined up and ready to like drop at the table.
8m 29s
What are the, what are the like things that we want to identify and pull out of these?
8m 36s
delivering on what people kind of want out of a pot.
Jords
8m 41s
We've kind of touched on this in a couple of other bits of our episodes in the past.
8m 45s
Why do people want piracy?
8m 48s
Why do they want to be pirates?
8m 50s
What does that lifestyle offer?
Rocky
8m 52s
Freedom, mate.
8m 53s
That's what a ship is.
Jords
8m 54s
Freedom.
8m 57s
Right, at some level of self-determination.
Rocky
8m 59s
Yeah, and I think that's actually really interesting.
9m 1s
Uh, probably the one difference between the narrative of Treasure Island and the narrative of everything that we kind of see these days is that in Treasure Island, the pirates are the bad guys.
9m 12s
It's a boy zone adventure and Hawkins is like hoisting the Union Jack and like sending the pirates to Davy Jones Locker and threatening to have them all hanged, like he is a capital G, capital B, good boy.
9m 26s
And the pirates are, the pirates are villains, which I think is probably the one thing that you shouldn't steal from Treasure Island.
9m 34s
Everything else is like textbook.
9m 37s
But yeah, I think you want to be the pirates.
9m 40s
You want to feel like you're the good guys.
9m 42s
You want to feel like you're the rebels.
Jords
9m 44s
Which means we have to have the entire rest of the world be shittier than the act of piracy.
Rocky
9m 50s
Yes.
9m 51s
So I had something similar as my 1st, I'm like, you need to feel like the good guys or the heroes are at least sympathetic.
9m 58s
And yes, I went a little bit more specific than that.
10m 1s
I was like, specifically the establishment, the authority, they've got to be the worst kind of, you know, boot heel, grinding you down, pseudo-fascist, like,
Jords
10m 15s
Like, we see that in Pirates of the Caribbean, right?
10m 17s
We we have the historical example that they draw from.
10m 20s
It's the Dutch East Indies trading company.
Rocky
10m 23s
Who were bad people?
Jords
10m 23s
They're just the worst.
10m 26s
All they do is go and exploit other areas for massive profit at the expense of the people who live there.
10m 32s
And so when the pirates steal their stuff, you're like, ah, these loveable scamps, they're gonna go.
Rocky
10m 39s
So, yeah, I think it is worth, again, I don't think the economics of it are super interesting, except it keeps coming up, so maybe they are.
10m 47s
um
Jords
10m 49s
All right, now's my chance to slip it in.
10m 50s
A lot of piracy in the old days was actually privateers, which was where you had like a letter sanctioned by the monarchy to say, I'm allowed to go do piracy against this other nation ships.
11m 2s
I can steal their stuff and there's like legal representation for me to do so.
Rocky
11m 8s
Yeah, letters of mark.
11m 10s
Yeah.
11m 10s
Um, I'm gonna put opinion letters of Mark, and come back to it, uh, because I think Letters of Mark are like a great, a great McGuffin, and we'll talk about McGuffin's in a sec.
Jords
11m 21s
Yeah, I do just love in that whole era where it's like, if you hold the document, you are granted power.
Rocky
11m 28s
Exactly.
Jords
11m 28s
Like deeds occur.
11m 30s
Like, the physical manifestation of a social contract that gives you power.
Rocky
11m 36s
The physical manifestation of a social contract, so a contract.
Jords
11m 41s
You could say that, but I am not a lawyer.
Rocky
11m 44s
So yeah, there's this idea of like, there's all these avenues for like you could be legitimised pirates, you could be buccaneers.
11m 53s
It could be loveable scamps who have like escaped execution for a poultry misunderstanding for stealing some bread for your orphans.
12m 3s
You know, all of our pirates are somehow redeemable and have been perhaps wronged by the system in some way.
Jords
12m 13s
We often have the old heart of gold where they they do crime, but nobody's really getting hurt by it.
Rocky
12m 20s
Hmm.
Jords
12m 20s
It's like having the thief who only steals insured goods, that kind of a vibe.
12m 25s
You're still not morally black.
Rocky
12m 26s
Exactly.
12m 28s
Exactly.
12m 29s
Um, and yeah, so there's this whole fascinating, like, there's all these fascinating things where it's like, actually life on board a pirate ship is genuinely maybe better than, you know, the world that spawned the Dutch East India Company, the 1st corporation in the world that was invented to do colonialism, like life on board a pirate ship is like relatively democratic.
Jords
12m 51s
Well, I was about to say, you can very clearly stage protest and it has very immediate effects.
12m 57s
It's that they call it mutiny on a ship.
Rocky
12m 59s
Yeah.
Jords
12m 59s
If you want to depose the leader.
13m 1s
You can just do that with enough people on your side.
Rocky
13m 5s
And it's usually a, like, relatively peaceful sort of transfer of power, or there will be, you know, in Treasure Island, silver steps down, and he's like, I'll declare the captaincy vacant.
13m 15s
We'll all say our piece, and then we'll vote on a new captain, which is certainly much nicer than anything that does.
Jords
13m 23s
There's a strong incentive to say your peace and rescind power peacefully and not die.
13m 27s
I mean, in Pirates of the Caribbean.
13m 30s
A significant part of Jack's backstory is that he was mutinied against and then left for dead on an island.
Rocky
13m 37s
Yeah, I believe the quote is viciously mutinated.
Jords
13m 41s
So, being on a pirate ship, relatively democratic, you have like a more tangible, say, in in the little microcosm that you're choosing to call home, like work is done relatively equally. Oh my god, is it the hippie commune we've always dreamed of?
Rocky
14m
I was just thinking that.
14m 2s
It's like, all of the treasure is split, if not equally, then like fairly, there's like, you know, a number of shares and and people will get treasure according to their share and that's all up for for negotiation.
14m 14s
There's a lot of evidence that, like, women, or at least non, non-men, um, you know, people with diverse sexualities and genders were sometimes, but not always treated better or more equally on board pirate ships than necessarily in broader society.
14m 32s
It was kind of a little, yeah, a little home for outcasts for people who would be crushed under the boot of the very strict broader Christian society at the time.
Jords
14m 44s
So you're telling me they should be sailing under the rainbow flag?
Rocky
14m 48s
Look, I would not characterise that as incorrect.
14m 52s
Um, so yeah, they were these, they were these little bubbles, and I think that for players, for role-playing game players, I think that is the fun space to play in, right, is like, it's this very free-flowing, lots of like fun ways to play with kind of internal power struggles and relationships within the crew, lots of diversity and the kinds of characters you can play.
15m 22s
No one's going to bat an eye, quote unquote, in realism if you want to play it.
15m 26s
A person who's missing a leg or a person who is a woman, a person whose gender and how they present kind of doesn't or sex and how they present doesn't kind of match.
15m 36s
It's a rich playground, the pirate ship, is what I'm trying to say.
15m 40s
Very clumsily.
Jords
15m 42s
And like that's only inwardly focussed.
15m 44s
That's only the things that are inside the ship.
15m 47s
But then being on the ship also lets you choose where in the world you want to go and which adventures you want to pursue.
15m 54s
It's almost like in a JRPG, where you've got the intra-party relationships.
16m 1s
But then you zoom out to the overworld and you decide where do you want to go now?
16m 4s
Do I want to go over to these islands or this fortress or this port? And what, what shenanigans am I going to pursue on the overall?
Rocky
16m 14s
Mm, yeah, should we talk about, I guess, for to stick an RPG label on it, quest hooks?
16m 20s
Should we talk about what those plot hooks are and what kinds of plots they point?
Jords
16m 25s
There's one really powerful one, right?
16m 28s
It's the treasure map.
Rocky
16m 28s
It's the treasure map, right?
16m 30s
Yeah.
16m 31s
That is the classic, again, all of the tropes stem from this one source.
16m 37s
Uh, Jim finds a map uh, in the, the, the sea chest of old Billy Bones who's been staying at the Benbow Inn.
16m 46s
Yeah, it's a classic.
16m 48s
It's a classic for a reason.
16m 49s
There's a really interesting dynamic that happens around the treasure map in a lot of these things, which is that, yes, it is a, I guess, a literal clue.
16m 59s
There's a puzzle element to it, in universe, because they were often deliberately kind of, I guess, encrypted, right?
17m 6s
They're like, it's,
Jords
17m 7s
Yeah, you might need certain clues or like pieces of information to be able to understand.
17m 13s
Or it's a more explicit invitation.
17m 17s
It's pieces of a treasure map. And you have the rumours about where the other pieces are and like that becomes the quest in and of itself.
Rocky
17m 26s
the map together.
17m 27s
absolutely.
17m 27s
So, like, you can stack layers on layers on layers.
Jords
17m 31s
It's such an interesting plot hook and like the motivation.
17m 34s
We didn't discuss motivations of being on the crew.
17m 37s
So if you are a pirate, well, presumably you don't want to live by the rules of the rest of the world, but you still need money to get by, you're still an actor in this space.
17m 48s
So that means you can just be driven by the want for cash and the choice of how you get that.
17m 55s
A treasure map is just like the, it, it's just money at the end of a path. And then the way that you get there is up to you because you're the one with the ship and you can choose how to navigate that.
Rocky
18m
Yeah.
Jords
18m 5s
Like, it's such a powerful tie in to the premise of the world and the characters that are in.
Rocky
18m 10s
Yeah, so staying on motivation for a sec, yeah, I think it's similar to what we talked about when we did our Firefly episode, right?
18m 17s
Like everyone has a reason that they want to stay flying and stay out of the, the rest of society.
18m 23s
Um, there's there's something sort of pushing them out, but there's also a pull.
18m 28s
There's also something that they want and whether that's like, you know, usually, I think, that's going to be money or treasure or fortune or luxury or comfort.
18m 38s
Like there's a pool factor as well.
18m 40s
There's a reason that they're not just begging on the streets as a reason they've joined up.
18m 46s
So yeah, back to our map.
18m 48s
I think I think there's 2 really great elements.
18m 53s
stories.
18m 54s
One is that they are a puzzle to solve, and that is a super great thing to have as a game master.
19m
The other thing that the treasure map is, is a McGuffin, right?
19m 6s
It is an object that having it and knowing its secrets is power and leverage, which is almost entirely how it's used in Treasure Island, and, you know, that's how the compass is used in Pirates of the Caribbean, like holding the map, knowing what is on the map, being able to hand the map over as part of an exchange, bargain for the map, lose the map, find the map.
19m 32s
On top of being a fun puzzle to solve.
19m 35s
There's also a whole game of like the map is moving around.
19m 38s
So, again, Treasure Island, they keep the contents of the map, and even in the existence of the map secret from the crew, because they suspect, you know, they don't want the crew to mutiny.
19m 50s
Um, and then at the end, once they've like moved the treasure, spoilers with his like 200-year-old books book.
19m 57s
Once they've like moved the treasure, they're like, oh, now we can like give the map to Long John Silver, as part of the bargaining, because now we know, we know the map is worthless and he doesn't. Like, so the map is, is a puzzle, but it's also a, an instrument of like power and bargaining.
Jords
20m 9s
Mm-hmm.
20m 17s
And things only really become interesting when the existence of the map is known by a lot of parties, but the information of the map is not.
20m 25s
The information of the map is constrained, but people are aware that plots can be.
Rocky
20m 33s
And again, you get layers of this because you have the map as a physical object.
20m 36s
You have the information on the map, you have the solves to each of the clues that are on the map, and each one of those is also something that can be kind of traded and bartered.
20m 47s
It's this like little nested doll of like a McGuffin inside a puzzle inside a McGuffin inside a puzzle.
Jords
20m 55s
You can build the entire adventure around just that.
Rocky
20m 59s
And you should.
Jords
20m 59s
In Pirates of the Caribbean, it's much less focussed on a map and more focussed on pulling all the pieces of treasure back together into a place, but we still have the elements of nobody knows where the crew of the Black Pearl make port.
21m 15s
Nobody knows where their hidden island is.
21m 18s
So it's not like you can just go out and stop them because we still have a hidden location, that Jack ends up Jack Sparrow ends up giving that information to Commander Norrington, and that becomes like a big feather in his cap to be the one who gets to go and make war.
Rocky
21m 38s
Quite literally, a big feather in his cabins.
Jords
21m 41s
All right, so what else have we got?
21m 43s
What else is important to the vibe of a pirate story?
Rocky
21m 46s
I think it's probably worth spending a bit of time talking about who the antagonist is or what the antagonist is.
21m 53s
And I think there's kind of 2 broad boxes here.
21m 55s
One is the competing parties for the treasure, some of whom could be other pirates who are pirates but bad, some of whom could be the authorities who you're trying to, you know, get out from under the thumb of.
22m 8s
But then I think there is, there are the broader kind of environmental hazards of going to sea.
22m 14s
And that is a huge part of these stories.
22m 17s
You know, there are storms and shipwrecks.
22m 20s
Um, you get becalmed and and, you know, run out of rations.
22m 25s
There are jagged reefs and unknowns out there in this uncharted, literally uncharted territory.
22m 36s
So there's this huge sort of swath of environment.
22m 41s
I think those are both.
22m 44s
Start to think about as you, as you put a story together, because you want to have some of both, right?
22m 50s
You want to have some rival parties essentially for the treasure that gives you someone to have this power dynamic with around the information and the clues and stuff.
Jords
22m 59s
And very importantly, provides opportunities to kick the plot.
Rocky
23m 3s
And move it along.
Jords
23m 3s
Having a rival party, make sure that the plot isn't static.
Rocky
23m 8s
always a race.
23m 9s
And I think the other hazards are, I guess, you're, if we're thinking about this as a bit of a race for the treasure,
23m 17s
The other hazards are your speed bumps, right?
23m 19s
Like they're the things you have to get past on the way that the challenges that are in between you and the treasure.
23m 26s
Um, which is, you know, are more up to your skill versus the world than a sort of battle of wits.
23m 34s
The other big one, now that I think about it, which is kind of its own 3rd box, I think we talked a bit about mutiny before.
23m 41s
I think if you're not constantly facing the threat of mutiny from within your own crew, I don't think you really have a pirate story.
23m 50s
So maybe there's a 3rd faction or a 3rd box, a 3rd category here.
Jords
23m 53s
So you're telling me, like, in in this spinning of plates, it's not only do I have to get to the treasure faster than everyone else, I have to do it while navigating all of these real world hazards that could cause significant damage to my my ship, my home, my ability to move through the world, and the people that are on it.
Rocky
24m 3s
Yep.
24m 6s
Yep.
24m 12s
Yep.
Jords
24m 14s
But I also need to keep them happy.
Rocky
24m 17s
Yeah.
24m 18s
Yeah, I think so.
Jords
24m 19s
Ah, why is being a pirate suddenly feel like domesticity?
Rocky
24m 24s
Or a job.
24m 29s
Um, but yeah, that's that's like, that's the risk, right?
24m 32s
is you're always, every, every move you make, and again, because I literally finished reading the book yesterday.
24m 39s
Like, every move that like Long John Silver makes, he is spending a little bit of like capital with his crew and he's like, I know we have to do this.
24m 47s
It's just around the next corner, like, and they just get the longer it takes to get to the treasure, um, the, the less, like, sway he has over them and the closer they get to mutiny. And crew morale is a very real thing that you should have to contend with in these stories.
25m 7s
And I don't think it necessarily has to be a quote unquote bad thing or an unfun thing, right?
25m 14s
Like, being marooned or cast away, being forced to walk the plank, like, these are also part of the story and the bit where Jack is marooned on the island, that is one of the most iconic parts of the pirates of the Caribbean, you know, story is that he gets marooned on us, and he gets marooned on the same island with the same gun, and like, it's, you know, it's all part of the story and how you get off, the island is part of the challenge and how you get back in the races part.
Jords
25m 22s
Mm-hmm.
25m 42s
Absolutely agree.
25m 43s
Like, it's not a failure state.
25m 45s
It's it's just more opportunity to generate interesting plot.
Rocky
25m 49s
Yeah, and yeah, so I think mutiny also has to be an option.
25m 53s
I think your own crew also has to be, if not an adversary, then a challenge that...
Jords
26m
And there is one thematic component that I think we haven't touched on yet in a lot of especially modern pirate media.
26m 8s
There's often supernatural element, and it results very frequently in their being skeletons.
Rocky
26m 11s
Mm.
Jords
26m 15s
You know, we have like ghost ships.
26m 18s
We have ships full of skeleton crews.
26m 20s
There's a lot of like, um, foreboding language around a lot of, uh, like, you know, dead man's chest kind of a vibe.
26m 29s
So I think we should have some little, like, we could play it entirely straight.
26m 34s
I think that's entirely viable, but I think because of that, the world is still unknown and we haven't chartered everything.
26m 40s
We haven't figured everything out.
26m 41s
There's a lot of space to fill there with supernatural elements.
Rocky
26m 46s
So this is the thing that I found really fascinating in Treasure Island, right?
26m 50s
Treasure Island does not have a supernatural.
26m 52s
Anything actually supernatural in it.
26m 54s
But that doesn't stop the people, the pirates especially being superstitious about it, right?
Jords
26m 59s
Hmm.
Rocky
27m
They are all afeared of the devil. And what will happen to them in the next life is constantly held over their heads and and, you know, there's a bit where Ben pretends to be the ghost of Captain Flint.
27m 14s
There is a bit, there's heaps of bits where like things are bad luck or bad omens.
27m 19s
Yeah, you're right.
27m 21s
Because the world is not explored or explained, we don't know.
27m 25s
There was a really fun thing in Treasure Island, which is that Hawkins, our young protagonist is like, there were fucking monsters on that island.
27m 34s
And then because it's written kind of as a retrospective, he adds in brackets.
27m 37s
I later learned that they're called sea lions.
27m 40s
But he's like, I didn't want to go up on that beach because there were there were, there were supernatural beasts there.
Jords
27m 47s
Unusual beasts.
Rocky
27m 47s
Um,
Jords
27m 49s
Beasts of unusual size.
Rocky
27m 49s
And it's just because he's like, he's never seen a sea lion before because why Woody?
27m 54s
grew up in Bristol.
27m 55s
Like, yeah, there's all of these things that perhaps now would be explained and for these people, yet that gap in the map has not been like shaded.
Jords
28m 5s
There's still the hib, there be dragons components of the world.
Rocky
28m 9s
Exactly.
Jords
28m 9s
I don't think it's a critical piece, but I think superstition is a critical piece.
28m 14s
Whether it's realised or not is not.
Rocky
28m 15s
Yeah.
28m 18s
Yeah, whether you choose in your particular story to make it real or not is definitely something that your character should be afraid of.
28m 26s
So there's one more thing that I had.
28m 32s
It's something that we kind of touched on when we talked about Mad Max.
28m 35s
It's this idea of this like veneer of civility, right?
28m 41s
Of gentlemanliness.
28m 44s
And it is tied into these ideas about, you know, the pirate's code and all of this stuff.
28m 50s
Um, but you see it in all of these things, uh, the, the captain is always acting like more of a gentleman than perhaps they are.
Jords
29m
More of a noble kind of a posture.
Rocky
29m 3s
Yeah, and it even, you know, even when they refer to themselves as like, we're not pirates, we're just...
Jords
29m 9s
I mean, we even see that in the costume design in all of the pirates of the Caribbean things and media of that ilk, where all of the folk who are working the ship are in greasy, often rags or cargo pan type things and singlets, but the captain has gold buttons and a fine coat.
Rocky
29m 27s
Exactly.
29m 28s
And I think that's that's kind of a perfect metaphor for it, right?
29m 30s
right?
29m 30s
Like Barbosa wears finery, but it's dirty.
29m 34s
And and poorly kept, but he, you know, he's very attached to his very big hat and his like finery and his like ruffles.
29m 43s
Yeah, he sits Elizabeth down for dinner and is like, you know, join me for dinner.
29m 48s
It's, you know, bad manners if you don't, and she is like, no one tries to run away and like that's when things become kind of uncivil.
29m 55s
But there's this, yeah, there's this like playing at civility and playing it honour, even though you know they'll stab you in the back or turn foul as soon as it suits them.
30m 3s
I have nice things that I stole from somebody. Well, after I killed them.
Jords
30m 10s
But yeah, I think it is very important to distinguish that murder is often not the 1st point of call.
30m 16s
Like deals can be made with these individuals, leverage can be attained, and you are often worth more to them alive than dead.
30m 26s
If it was just a ship full of people that pull up and immediately indiscriminately just start killing, then you've got reivers, not pirates.
30m 34s
Pirates are still people.
Rocky
30m 34s
Hmm. Yeah.
30m 36s
And so you can start to see how start to see how it all starts to fit together, right?
30m 41s
You have these people who have this, live in this bubble and have this code and aren't necessarily kind of morally absolute.
30m 49s
And so yes, they're not going to kill people straight away.
30m 51s
Not just because it's maybe morally questionable, but also because they might be useful, and you also have this dynamic going on where everyone is after the treasure, and so people are useful not just as hostages, but also because of what they might know, they're useful because of what the clues they might have.
31m 6s
And so you just have this beautiful set of pieces of people and agendas and and McGuffins and objects and some, and information, and sometimes things are all three, um, and they're all kind of swirling around and being traded and and bartered and leveraged to try and get the treasure at the end.
31m 28s
So I think it's really interesting how, yeah, all of that stuff that we have kind of word vomited out.
31m 34s
It's like, ah, yeah, they often take hostages.
31m 36s
There's got to be a map.
31m 37s
Like, they've got this veneer of civility.
31m 39s
Like, it actually all does hang together, sort of. It's all part of the power game that's going on to try and to try and get the prize.
Jords
31m 50s
Now, there is one thing that we haven't touched on yet, which I think is very important to the vibe, if not the mechanics, and that's pirates are well known or pirate adventures are well known for the swashbuckling of the cat.
Rocky
32m 5s
What do you mean by swashbuckling, George?
Jords
32m 8s
The characters are doing bombastic over the top, often ridiculous stunts to pull their things off.
Rocky
32m 15s
Hmm.
Jords
32m 15s
And Pirates of the Caribbean franchise is full to the brim of these.
32m 19s
You know, it might be like fighting in an unusual place, like up in the sails.
32m 24s
They're doing fancy footwork while the ship is swaying on the seas and it's full of acts of daring.
32m 30s
It's the classic swinging from a chandelier when you're important in an actual city so that you can double foot kick the guy in the chest and he tumbles over the railing.
Rocky
32m 31s
Mm.
32m 41s
Yeah, I think swinging from a chandelier is a massive cliche, and I'm pretty sure it also happens in the 1st 10 minutes of Curse of the Black Pearl.
32m 49s
Like...
Jords
32m 50s
It is absolutely ridden with cliches.
32m 54s
Everything that you could possibly have in a in a pirate tale is crammed into there.
32m 58s
I actually made a note of this.
33m
There's the point where Jack and Will, they've gone to Tortuga to find a crew so that they can chase down the Black Pearl and recover Elizabeth.
33m 9s
And the opening scene of them on the Isle of Tortuga is just hilariously over the top.
33m 17s
Every pirate thing that you could cram into it.
33m 20s
It's like, all right, what would happen in the lawless city?
33m 22s
Everything that's big and over the top that could happen happens in a swashbuckling story.
Rocky
33m 29s
Yeah, I have one last thing as well, and it is also a vibe thing, and I'm really glad that you have raised Tortuga because I think it has some of the best examples of this in the franchise.
33m 40s
It's 2 things.
33m 41s
And I'm sure as we get to prep.
33m 44s
You can figure out exactly how to incorporate them into the game.
33m 46s
But I'm just gonna, I'm just gonna do them rapid fire.
33m 49s
one of them is rum.
33m 50s
There's got to be rum. It's always about the rum.
Jords
33m 50s
Yep.
Rocky
33m 54s
And the other one is music.
33m 55s
Um, which I love about uh, Tortuga because it just jumps into this like, Irish like hornpipe, essentially, um, and it's just the the best fight scene music.
34m 6s
Maybe in all of cinema, it's just this like, it's music that you want to get into a bar brawl too. And so that is, there's a very particular type of music that comes with these, these pirate things.
34m 20s
is kind of essential to setting the vibe and it's not difficult to find.
34m 24s
And I think your session should take advantage of it.
Jords
34m 28s
On the topic of Tortuga as well, back to the economics of piracy.
34m 33s
It is a really good example of, okay, you're a pirate.
34m 38s
You recovering treasure.
34m 40s
If you've taken that from some other nation, then you're probably going to get in trouble for it.
34m 45s
So there has to exist someplace that you can do this sort of illegal commerce.
34m 50s
And Tortuga is like the place that's allows you to fence your stolen or recovered good.
Rocky
34m 57s
Yeah, the free port.
Jords
34m 59s
It's such an effective place to, uh, you're looking for plots, go to Tortuga, you'll find some information.
35m 8s
Someone will absolutely exchange a bottle of rum for some rumours or a piece of pirate, uh, piece of a pirate map that they can't uh, leverage in any other way.
35m 18s
Or they might have made copies of and give to a bunch of people.
Rocky
35m 18s
Hmm.
Jords
35m 21s
Like, it's a fertile ground, the place that's outside of society.
Rocky
35m 25s
Yeah.
35m 27s
I think your ship should feel like your home base, but Tortuga should feel, I guess, like a pit stop, right?
35m 34s
It should be a recurring setting where you can start to sort of develop connections and...
Jords
35m 39s
I think it's a really good place to be like, well, I don't know what to do next.
35m 44s
I can pull in at Tortuga, and something will help me.
Rocky
35m 48s
Yep.
35m 49s
All right.
Jords
35m 50s
All right, so we got we got our big pillars down pattern.
35m 53s
quick recap.
35m 54s
We've got a ship, an eclectic crew, a map, upon which maybe our whole adventure hinges.
Rocky
35m 55s
Yep.
35m 56s
Mm-hmm.
35m 58s
Mm-hmm.
Jords
36m 2s
We've got a like potential for supernatural, but we have a strong superstition.
36m 9s
We have a pirate base that allows us to exchange goods and services outside the realms of good society, and we still hold on to the trappings of that good society with an air of civility.
Rocky
36m 22s
In terms of structure, we are basically in a race for the treasure, we know that there are other parties who are interested in the treasure, some of whom might be the authorities, some of them might be worse pirates, and some of them who might be our own crew, or elements thereof.
36m 37s
And we also have environmental hazards that are going to come between us and them, our classic storms and shipwrecks and becomings, which aren't necessarily bad for the story, even though they might be bad for the characters, because they are opportunities to live out that pirate story more and sort of be marooned or be shipwrecked or be becalmed.
37m 3s
Um, so yeah, we've got essentially a race kind of structure, um, with uh, that McGuffin and those clues and, you know, sometimes people changing hands and changing sides, um, and these,
37m 18s
Yeah, very classic obstacles in the way to kind of deal with.
37m 23s
So how do we game that?
Jords
37m 25s
Having that structure of its erase, fantastic, that does so much of the work for us straight off the bat.
Rocky
37m 30s
Hmm.
Jords
37m 30s
We know that there's an endpoint and we know that the map is going to be the most structurally important element to this.
37m 37s
Without the map or the knowledge of the map.
37m 40s
You can't get to the end of this event.
Rocky
37m 44s
Absolutely.
37m 44s
So I'm going to jump straight in with a very concrete prep thing and say you should have a physical map prop.
Jords
37m 53s
100%.
37m 56s
When the players come in, sit down, you've already told them, we're going to be doing a pirates themed game, whether that's a one shot or a campaign, they all sit down, you talk about the characters, what their ties to the ship are, and then you give them a map.
38m 10s
Then that's that's the seed to adventure.
Rocky
38m 11s
Absolutely, no.
Jords
38m 13s
That's what calls them.
38m 15s
That's what propels them forward.
Rocky
38m 17s
No hecking around trying to find the map.
38m 20s
I think probably we jump straight in with the map.
Jords
38m 23s
Yep, I would just have the scene where the map is given.
38m 26s
So it's like, I, it's not a, you all meet in a tavern.
38m 32s
It's, you were in a tavern last night and this person picked up a map in a game of dice.
38m 37s
Maybe we play some lies dice as well.
38m 39s
How great.
38m 40s
But yeah, you've got some excuse to be like, and here is the adventure.
Rocky
38m 45s
That is such a cool moment and one of my pitches for this show is like, or one of my ways of describing kind of the pillars that we talked about is if you sat down to play a game, what would you be disappointed you didn't get?
38m 57s
If I sat down to play a pirate game and there wasn't at least graph paper dunked in tea bags.
39m 3s
Like, it doesn't have to be high effort, but like if I sit down and we don't get handed, a rolled up piece of paper, I'm going to be disappointed.
Jords
39m 10s
I want a yellowy brown map.
Rocky
39m 11s
Yeah.
Jords
39m 13s
That makes me feel like I'm in a pirate story.
Rocky
39m 17s
Yep.
Jords
39m 17s
Now, what should be on this?
Rocky
39m 19s
I feel like you are the one with strong opinions about clues, so I'm actually gonna put this question back to you.
Jords
39m 25s
I was baiting you.
39m 29s
So if we made this really easy and was just like, okay, here is the map which essentially acts like a point crawl structure for the players, right?
39m 39s
You've got like a couple obstacles, maybe a few different ways that you could take your ship to from here to there.
Rocky
39m 40s
Mm-hmm.
Jords
39m 44s
If it just has the destination at the end, then what that boils down to is your player is saying, well, I will go from here to the shoals of the undead, through the pass of the mighty, and then around the archipelago, and that's where we'll find the final X.
40m 3s
Okay?
Rocky
40m 4s
Hmm.
Jords
40m 4s
Well, that's that's very straightforward.
40m 5s
I want to have a few complications along the way.
40m 8s
So what I would then do is either physically divvy up pieces of the map and only give them the starting piece at the very beginning and like some rumours about where you might find the other pieces, or we come up with like, this is my GM's map that has all of the information that I need to be able to point players along, but I now need to encode that information and obfuscate a couple of bits of it.
40m 36s
And then that's the player version of the map that they're going to get.
40m 40s
And when they unlock these these turns of phrase or these landmarks or like view from somewhere, the rest of it will snap into place and allow them to point along.
40m 51s
So I am turning the point crawl, which a complete cardographically correct map trivialises into signing a little bit more abstract where there are now interstitial journey points.
41m 4s
That's like, you can't just go from A to B to C to D.
41m 8s
You might have to divert A to C to get the piece that tells you where B is.
41m 13s
And then we we bump along in that.
Rocky
41m 18s
I will say, as a game master, one of the nice things about building your whole thing around a map where you know what the destination is, is that it does make it very easy to prep those locations along the way.
41m 30s
Like,
Jords
41m 31s
And it also gives you a really clear idea of pacing.
Rocky
41m 34s
Yeah, there are many paths that the players might take across the map, but you know that they're probably not going to go off the edges of the map because you know that they're trying to get from point A to point B across the space in between.
41m 46s
And so you know that they're not going to wander off away from the treasure because that's not what this story is about.
41m 51s
Talk to me a bit more about pacing.
Jords
41m 53s
Ultimately, this is going from one location to another location and facing obstacles along the way or at the destination, right?
42m
If you have some structure around how many locations you expect players to go, you then also know how long it's going to take them to get there.
42m 10s
It does make it a little bit tricky to remove elements dynamically.
Rocky
42m 11s
Hmm.
Jords
42m 18s
You are constraining yourself to being like, well, in the fiction, we know that you're at point A, and I know the treasures at point D.
42m 25s
We still do have to go through B and C for it to make sense.
Rocky
42m 30s
I think there are some ways around that.
42m 31s
I think you can choose whether to, I guess, toggle challenges at locations on or off or up or down.
42m 39s
There can be a shoal that you had planned to be treacherous that if you're running close to time.
42m 45s
It's like you can just narrate that they pass through the shoal with some, you know, a steely hand.
42m 51s
I think there's, or, you know, it's the kind of thing where this could be a whole scene, navigating the, we'll say, navigating the shoals, navigating the maelstrom.
43m 1s
Or it could be like one role that you narrate around in a minute or two, right?
43m 6s
Like, there are ways to stretch these scenes.
Jords
43m 10s
Yeah, you can zoom in, zoom out to the individual challenges, but you, you can't easily, simply remove the overland travel aspect without breaking the various.
Rocky
43m 12s
Exactly.
43m 22s
Yeah.
43m 22s
So how are you kind of picking how much goes on the map?
43m 28s
How much is between the players and the trend?
Jords
43m 31s
So this one kind of lends itself really well to a very simple point crawl that diverges and then converges, right?
43m 39s
Mike Shea from Sly Flourish, calls these yam shaped adventures, but we don't have yams in Australia.
43m 46s
What it looks like is you have a discrete starting point and a discrete ending point, and they are physical locations on the map.
43m 54s
Then we have like different options that the players can choose when they exit the port city.
44m
They jump on their ship and they say, I'm going to sail.
44m 6s
One of 3 directions.
Rocky
44m 8s
Mm-hmm.
Jords
44m 8s
Then, from that point, we again have one of 3 directions on the next geographical layer, maybe one of 3 directions on the next graphical layer, and then all of them point towards the finish.
44m 18s
So we have a single starting point.
44m 21s
A certain width, 3 is the usual choice, certain width of options that they can choose from, and then you just maintain that with a couple different options along the way, and then it all condenses back down to the X.
Rocky
44m 36s
I love how literal it is.
44m 37s
Like, yeah, literally X marks the spot.
Jords
44m 39s
And like, it's very easily maintained in a geographically relevant space because you have a map.
44m 48s
The map is the map is a geographical space and you're just putting dots on it to say, this is where, oh, the island volcano is.
Rocky
44m 58s
I think it's also worth taking a moment to talk about what we're not doing, which is at least not within the confines of an adventure, within the confines of a session, when not, I think, doing a soundbox, right?
Jords
45m 13s
No.
Rocky
45m 14s
Like, this is not, we are driving our ship and we can pick any hex or grid point that we want, even though maybe we want it to feel that way we want that feeling of freedom for the players.
Jords
45m 14s
No this is directed.
Rocky
45m 27s
This is not a hex crawl.
45m 29s
This is not free exploration.
Jords
45m 31s
This is not a swimming pool, this is a waterslide.
Rocky
45m 35s
Exactly.
45m 36s
Wow, that's a god tier throwback.
45m 39s
Well done.
45m 42s
So yeah, even though we look at other pirate games, you look at things like Sea of Thieves, you look at things like pirates and, yeah, as a player, those are really open world, their sandbox, you can kind of pick and choose what you're working on right now.
45m 56s
I think if you're a game master picking a session or building a session, you've got to imagine that you, as the player of those computer games, have already sort of decided what you want to do for this session of play and now you're working your way towards it and trying not to get distracted along the way.
46m 13s
And I think there's room to have a lot more of that free wheeling stuff if you're running like a campaign.
Jords
46m 19s
I think this would lend itself really well to a campaign structure if you wanted to do something that's like a big old point crawl or a hex crawl, but for the sake of our session prep right now.
46m 31s
Nope, we've given a quest hook in the form of a map, and that's what it is.
Rocky
46m 36s
Yeah, and I think if you wanted to set a campaign up like that, you're almost, yeah, you've got your big open world map, but any given week, any given session, you are sitting down and running an adventure that is directed across, you know, a portion of that map.
46m 52s
And maybe the players at the end of each adventure have some agency to, you know, see where they'd like to explore next in a kind of downtime sort of structure, but any given session, I think, needs to be an adventure.
Jords
47m 6s
And I think there's a really nice implication in that.
47m 9s
And that if we're choosing where the players are going to go by giving them the map that tells them this is the endpoint.
47m 16s
The adventure is getting from here to there.
47m 18s
That means that we also need to have the answers to the holes in the players' information along the way.
47m 26s
So if we've only given them a piece of a map and they need to find the rest of the pieces, we know that the holes are, the players don't know the whole route to the destination, which means we have to plug those gaps for them or have the facility to plug those gaps.
Rocky
47m 43s
And I think the other thing that that lets us do, in addition to sprinkling information throughout our structure, it also lets us sprinkle challenges throughout our structure, right?
47m 54s
So because once we have that, like we know that they're going to visit a certain number of points, um, and all of the points are going to lead them to one end, we can start to spread challenges across that, whether they are things like uh, encounters with other rival groups, um, or whether they are environmental hazards.
48m 19s
I don't know that you necessarily need to prep them super differently or whether those are, I guess, internal triggers for things like mutiny and shipwrecking or marooning.
48m 33s
But make sure that the players are getting a little bit of all of those things.
48m 36s
They're getting a little bit of ship to ship combat.
48m 39s
They're getting some like sailing through storms, they're getting some like traipsing across islands so that the texture of the story, which is kind of set by those challenges.
48m 49s
They're gonna have a good experience or a complete pirate experience, kind of no matter what path they.
Jords
48m 56s
So I'm I'm reading between the lines here a little bit.
Rocky
48m 59s
Hmm.
Jords
49m
To me that says, if we want to have all of these different pirate elements show up in a single session, we're not looking for complete, like, simulationisty stuff.
49m 13s
We're looking for something that allows us to be a bit more flexible with the plot beats, so we can say, oh, this would be a really good time to introduce rival pirate crew.
Rocky
49m 24s
Mm-hmm.
49m 25s
And I don't want to think about how many hexes rival pirate cruise ship can have travelled to actually beat them there.
Jords
49m 33s
And I don't want to think about which way the wind is blown and whether they can tack this way or that, because I'm not a sailor.
Rocky
49m 37s
Yep.
49m 40s
Um, and likewise, I don't want to be, if we're doing, you know, you'll be calmed and you've run out of rations.
49m 49s
I don't want to be tracking rations.
49m 51s
I almost want that to be.
Jords
49m 52s
Yeah, rations are a toggle switch.
Rocky
49m 53s
Yeah, or like the same way in some games, um, money is a, like an ability and you just roll with your money bonus to see if you can afford something.
50m 5s
It's like, okay, let's roll rations and see if you've run out of salted pork.
50m 9s
Like that level of, I don't want to be tracking individual barrels, I want that kind of level of granularity where it doesn't feel like I've necessarily just lumped it on you or declared it arbitrarily, but we're also not keeping track of, you know, inventory.
Jords
50m 28s
What you've just raised is actually very important as well.
50m 31s
The concept of time.
50m 32s
It will take time to sail this route.
Rocky
50m 33s
Hmm.
Jords
50m 36s
It will take days to do that.
50m 38s
Maybe, maybe several weeks even.
50m 41s
And I think that's really important to capture here because rations are only important if time is measured in a way.
Rocky
50m 48s
Passing.
50m 49s
Yeah.
Jords
50m 50s
Yeah, yeah, passing is just the right word.
50m 51s
Um, I think it's like a form is coming together in my mind here where I think I'm building my map.
51m
I'm going to have some cool ideas about what I want to put down where.
51m 4s
So some of these things might be hard things like this is a volcanic island and it's active and that always means that it's probably going to blow when the players go near it.
51m 14s
That's like a hard thing that's set by the location, but then we might have something else that's, you know, not so constrained to the location and could be like on a table or in a deck of cards that I've prepped ahead of time.
51m 29s
And I say like, oh, I'm gonna draw from this random deck. And what do you know?
51m 34s
that's the thing that has occurred here.
51m 36s
A storm blows in is a really good one.
51m 37s
The storm can be the plot point, but more importantly, it offers the decision of, do you want to sail through and risk damage to like the cruise morale, or do you want to put in at the nearby location and deal with whatever adventure happens there?
51m 56s
And I think this is where we have a really fun space that you can say,
52m
Every choice that you make here has some consequence.
52m 4s
You can progress forward, but the crew's not gonna like it.
52m 7s
And it's almost like one of the, you know, the telltale games from the past or a mass effect or something.
Rocky
52m 11s
Yep.
Jords
52m 14s
You know, Long John didn't like that.
Rocky
52m 15s
Yep.
Jords
52m 16s
And with a very simple tracker, you can just say like, oh, crew morale is really low, like they are considering giving, uh, overthrow.
Rocky
52m 27s
Yeah, I think that's also raised another thing to think about here for me as well, which is, yeah, you've got that concept of time.
52m 34s
That's a great thing to put on the map and put in front of the players as a thing they need to think about making their decision, right?
52m 42s
Are they going to take the fast but dangerous route, or are they going to take the slower route, but risk, you know, losing the 1st dibs on the treasure?
Jords
52m 53s
I think the fast but dangerous route is often the easy choice in a lot of games that I've played because GMs might not know how to give real consequences for danger.
53m 3s
We talked about this a little bit on our Firefly episode where it can be hard to endanger the ship because without the ship, the whole story grinds to a halt.
Rocky
53m 4s
Hmm.
Jords
53m 14s
And certainly like in a space story.
53m 16s
If you blow the ship, all the characters die the end.
53m 18s
But in this world, you can blow a ship and they will always float to the next available island or be picked up and have to like barter their way off or something like that.
53m 31s
There are opportunities here that the ship could be disposable, and the story can still go on.
Rocky
53m 37s
Again, I'm thinking about how this turns into game and how we want players kind of thinking about their decisions on how they're going to move across the map, and you kind of want them looking at like some number of stress tracks or some kind of push your luck, some, like mechanics, something like that where they're like, okay, we went hard and fast before, but morale is low or rations are low or the ship is damaged.
54m 8s
Are we going to go hard and fast again and push our luck or are we going to, you know, put into port?
54m 14s
Like, you want something that is going to ratchet the tension up as they make these decisions.
54m 23s
And on the other end of that balance, right?
54m 26s
You've got, you've got Yeah, the ship is accruing damage or the rations are depleting or the morales going down.
54m 31s
Your counterbalance to that is a similar clock or track that is constantly ticking up as their estimation of where the rival crews are at increases and kind of pushes them forwards.
54m 48s
So I think that.
Jords
54m 49s
And I think you've got like a couple of different spots on the map where you might be able to see the the bads, see where the rival team is.
Rocky
54m 55s
Yeah, or get rumours like.
Jords
54m 58s
Yeah.
Rocky
54m 59s
Oh, they passed through here a few days ago.
55m 1s
Oh, no, we haven't seen anyone for like months.
55m 4s
You find a like a marooned sailor from one of the other crews, you know?
55m 9s
Um,
Jords
55m 10s
Which means on the GM side of the screen, you also need to be tracking where the bad guys could feasibly be, but you're always allowed to fudge it a little bit, because you can place them where the, the most interesting scenario.
Rocky
55m 17s
Yes.
55m 26s
Yeah.
55m 26s
So I think that's, I think that's really key.
55m 29s
It's, you need to know where they might be or where they could be.
Jords
55m 33s
Yeah, it's like a probability distribution.
Rocky
55m 33s
You need to have an idea.
Jords
55m 36s
It's feasible.
55m 37s
They could be here or just over the way on the other side of the island.
Rocky
55m 40s
Exactly.
55m 41s
So you need to have an idea of where they are kind of relative to the players, but I don't think you need to be getting out the measuring tape and tracking their movement.
55m 49s
I think it's just a vibe of like, are they ahead?
55m 52s
Are they behind?
55m 53s
Yeah.
Jords
55m 58s
All right, so I'm thinking, I've got these hard constraints of these are geographically interesting places, and my players can choose to visit them or not.
56m 7s
I've got something like a random series of events, either held in a table or a deck of cards that I can deploy that might be like, there is a squall and it's a really bad storm.
56m 17s
You pull up these random encounters when you don't have an interesting thing nearby, or it's like part of the journey between interesting things.
56m 26s
Now players are making choices about which way they want to take the story.
56m 31s
It almost boils down in my mind to a series of scarcities and abundances.
56m 36s
So what do we have that's abundant?
56m 38s
Well, we've got a lot of food and a lot of morale, so we can push our luck a little bit on that front.
56m 42s
What do we have that's scarce?
56m 45s
Our ship is pretty damaged at the moment.
56m 48s
We should probably find some way that we can pull in for repairs.
56m 50s
Easy things like that that allow the players to make informed decisions about which way they're going to go, and then the thing that we haven't spoken about yet is what types of characters we think should be in the adversarial teams.
57m 6s
So whether that's, you know, the Commander Norrington equivalent, who's flying under the Union Jack, or if it's the, you know, Captain Barbosa, who's on the rival pirate vessel, who's also chasing you.
Rocky
57m 19s
Mm, I mean, those are the obvious kind of archetypes.
57m 23s
I think you can also, this is a good place to dig into players' pasts or characters pasts, I should say, and dig out some rivalries, some older nemeses.
57m 33s
Um, you know, the pirate stories are filled with revenge because people keep mutinying on each other.
57m 39s
So weird.
57m 39s
Um, I think that's a really rich vein to tap into and if you can find a way to have each player have connections on those cruise. Again.
Jords
57m 50s
I was going to say exactly the same.
Rocky
57m 51s
You start to have interesting bits of leverage where maybe you can ask a favour.
58m 1s
Maybe they ask a favour of you.
58m 3s
Maybe you don't want to fire on that ship because your brother is in the Navy.
58m 7s
Like,
Jords
58m 8s
See, I was gonna say, I really want, what I want to avoid is, ooh, you see the rival ship in the horizon and the players go, oh, let's just not engage with that.
58m 20s
Like, no, I want there to be a reason for them to want to pursue some action there.
58m 26s
So it's like, oh, yes, but your brother is actually like indentured on that ship.
58m 33s
So there is a reason to collide and board and escape if you can.
Rocky
58m 33s
Right, they've got someone captive, like.
Jords
58m 38s
If you can be sly about it.
Rocky
58m 40s
Yeah, no, I think that's absolutely, uh, it's a small world piracy, and I think there should be, you should introduce as many chances as you can to have players, no other characters, um, and have relationships with other characters.
Jords
58m 46s
Yeah.
58m 56s
So I think when I'm asking these characters, these players to make their characters at the table, I want to know who their connections are, who their jilted lovers are, who they're in debt to, or they hold a grudge against some points of leverage that I'm then just immediately going to dot onto enemy vessels, rival crews, the authorities, that causes some beautiful friction later and gives them motivation to engage with those parties instead of just...
Rocky
59m 26s
But also, if we can, if we can attach an A, like, a meta reward to that, like, even better, if we can, if we can hand you a, a doubloon of some kind or hand you a clue or hand you some kind of out of game, like,
Jords
59m 43s
Well, I mean, that's one of the easy ones for the rival crews, right?
59m 46s
If it's a map that's been divided up into 4 parts.
59m 50s
Well, there is a reason to go sneak aboard the enemy ship and try and retrieve their piece of the map.
Rocky
59m 53s
Hmm.
59m 56s
Yeah, absolutely.
59m 56s
Okay, so I feel like we've kind of got a bit of a prep structure here.
1h 2s
It's, it's built around a map.
1h 6s
We've populated it with interesting places, interesting obstacles, interesting rivals and characters, and we are essentially over the course of a session, we're asking our players to navigate their way across that and make calls about which way to go based on their current state and what their current knowledge is about rivals and their own needs and what they need to get to the endpoint.
1h 36s
I think there's a couple of just proppy things that I would add, like super concrete things.
1h 43s
One is obviously, we talked about music.
1h 46s
I think you need to have a banging soundtrack for this.
1h 48s
One is, I think, you need to just really, like, it's so oak, it's not okay to do many accents these days, but it's so okay to do a pirate voice, so you need to be leaning into your pirate voice.
1h 59s
And I think you need to have some rum at the table.
Jords
1h 1m 2s
I also think if you have control of the lighting, a relatively dim but warmly lit space.
Rocky
1h 1m 8s
Yeah.
1h 1m 9s
If you could do like a candle flicker.
1h 1m 12s
ideal.
Jords
1h 1m 14s
Yeah, that that screams pirate vibe.
Rocky
1h 1m 17s
Mm, mm, onto the most and yet also sometimes least important question, having designed this structure, what are we going to use to make it all work?
Jords
1h 1m 28s
Right.
1h 1m 29s
I've got a couple thoughts about what I would look for in a system that runs this.
1h 1m 33s
Ultimately, I think it can plug into so many different types of system.
1h 1m 37s
There are just a couple elements of like some systems negate, certain aspects of it that I would want to avoid.
1h 1m 43s
But what I want here is high on the swashbuckling sense, which means that I want my players to be able to do cool stunts and fight in interesting ways and solve problems in very bombastic methods, which means that I don't want them to die easily.
1h 2m 1s
So I want a system that caters for them to do interesting things without risk of character death being like the 1st point of call.
Rocky
1h 2m 2s
Mm-hmm.
1h 2m 2s
Robust.
Jords
1h 2m 10s
I think death could be on the table, but I want them to be durable enough.
1h 2m 15s
Yeah, robust.
1h 2m 16s
I also want something that isn't going to be super granular when it comes down to tracking these things because I don't think that's the game that we're after.
1h 2m 25s
We're not telling a story about like, do you have 6 rations or nine?
1h 2m 28s
I want something that's uh, allows you the space to abstract away those things and treat them more like plot beats and calls to action as opposed to uh, the, the ledger from the ship's quartermaster.
1h 2m 41s
And I do want something that is going to encourage that interesting exploration.
1h 2m 45s
So this is where, like, I can think of some systems that negate some of those things by just saying, like, you passed from these things with no issues.
1h 2m 54s
don't want that.
1h 2m 56s
I want the issues, the issues of the game here.
Rocky
1h 2m 59s
Yeah.
1h 3m
I feel like I want something with, yeah, a stress track or push your luck mechanic and some like nice ways to interact with that built-in.
1h 3m 9s
Um, I feel like I want something with a bit of a metacurrency so that I can, look, 2 reasons.
1h 3m 17s
One, that's just such an easy way to remind players to make interesting choices instead of safe choices.
1h 3m 23s
It's when we were talking about like, oh, your brother's on that boat and, you know, offering them some metacurrency to pursue it is and take the dangerous option.
1h 3m 34s
Like, that's such an easy shortcut to doing that, that I think I would want that.
1h 3m 39s
The 2nd reason I want a metacurrency is because you can get some like sick like doubloons or something.
1h 3m 43s
And like hand over the pieces of eight.
1h 3m 47s
Incredible opportunity to do some, like, fun props there, just because it is a game all about, like, gold coins.
Jords
1h 3m 48s
Yeah.
Rocky
1h 3m 55s
Yeah, and just something that I suppose gives you, or reminds you, as you said, to swashbuckle a little bit.
1h 4m 5s
Yeah, buckle some squash.
1h 4m 7s
Look, my, I'm just gonna,
1h 4m 9s
going to put it out there.
1h 4m 10s
I would do this in fate and I wouldn't think twice about it.
Jords
1h 4m 12s
What?
Rocky
1h 4m 12s
What?
Jords
1h 4m 13s
Oh no, I didn't know that's what you were building to with all of that prelude.
Rocky
1h 4m 13s
Yeah.
1h 4m 18s
Um, and I think it's pretty, it's pretty clear.
1h 4m 21s
Fate has, I would have to go back to the rule book because I haven't read it for a while.
1h 4m 25s
I don't know what the rules are for stress tracks that don't sit on a character is the only thing I would have to check.
1h 4m 32s
But I think it would be pretty easy to sort of hack that on.
1h 4m 35s
Um, but yeah, really easy to just, uh, have a, a bunch of environmental, you know, setting aspects really easy to, like, have players create links between each other and with the world.
1h 4m 49s
Um, really makes interesting combat doable because that's what the sort of core actions are.
1h 4m 56s
Only one of them is attack and then there's like, defend and retreat and create obstacle, like, create an advantage, there's all these things that aren't just like, default things that aren't just like, I fire my,
1h 5m 7s
I almost said I fire my cutlass.
1h 5m 9s
I fire my flint lock and swing my cutlass again.
Jords
1h 5m 10s
Which end of the bullets?
Rocky
1h 5m 11s
Um, yeah, I think, I think that would be a, uh, a shoe in for me.
1h 5m 21s
I know there's, I feel a bit bad because I know there's loads of pirate games out there and I just, I just was too busy reading Treasure Island and did no research on the actual game part of it. And so I've gone back to my default and I really apologise to anyone out there who was hoping for like a robust review of different pirate systems, um, because I'm like, nah, I have some tools to do this job.
Jords
1h 5m 45s
I think there's a very good case for it to be made for a Forge in the Dark game.
1h 5m 50s
I think that would work really well.
Rocky
1h 5m 51s
What?
Jords
1h 5m 53s
You can track these things in a really abstract way.
1h 5m 56s
That makes a good lot of sense.
1h 5m 57s
You can just spin up a clock when your rations start running low or the crew morale becomes a little bit of a dangerous thing.
1h 6m 4s
All of that, I think, is very easy to do, and your playbooks can easily reflect like different pirate archetypes as well.
Rocky
1h 6m 10s
Mm-hmm.
Jords
1h 6m 10s
So I think that's that's totally viable choice.
1h 6m 13s
How?
Rocky
1h 6m 16s
Ooh.
Jords
1h 6m 17s
I think outgunned would make a perfect vehicle for this.
1h 6m 21s
It has a built-in push your luck mechanic that's really nice.
Rocky
1h 6m 22s
Okay.
Jords
1h 6m 25s
I think it would run, like, rather similar to a Indiana Jones style game where, you know, you've got a couple of pistols and a couple of blades and you're, you know, diving between ships or running through the rigging or swinging off masts and chandeliers.
1h 6m 43s
I think that is all really well done in an out gun style game.
1h 6m 48s
And the characters don't die necessarily.
1h 6m 51s
They don't die unless the player consents to them dying.
1h 6m 53s
So you can do your bullshit over the top things, but instead of dying.
1h 6m 58s
Maybe you're swept out to sea and then you show up a little bit later with a scar on your face and a story about how you lashed sea turtles together with the hair off your back.
1h 7m 8s
But actually, you were just drinking rum until the privateers came by.
Rocky
1h 7m 12s
Yeah, I like that
Jords
1h 7m 12s
I think it ties really well to this type of fiction.
1h 7m 16s
And I think it still affords you a lot of the space.
1h 7m 20s
A lot of the looseness that you want to have.
1h 7m 22s
when you don't want to get ground down in simulation-y type.
1h 7m 26s
spreadsheet tracking.
1h 7m 27s
I feel like we should also mention, there is a very well-known pirate game.
1h 7m 34s
Pirate Borg based on Milk Borg.
1h 7m 36s
It's an OSR style feel, and I think it has its place, and I think it will tell really fun stories, but I don't think I would choose it as my 1st pick for the type of story we've just described.
1h 7m 50s
For the reason of character lethality.
Rocky
1h 7m 51s
I think that's fair.
Jords
1h 7m 54s
Like, I think if you wanted to play that way, I would instead of being tied to your character, I would instead have a nice roster for the crew so that when your character does a thing and eat shit and dies, you can instantly pull up another member of the crew and be like, well, now I'm mainlining this guy instead.
Rocky
1h 8m 13s
Well, 2 very surprising uh, recommendations there and uh, at least one of us has read the uh, the, the pirate RPG that I'm sure Reddit recommends.
1h 8m 25s
So.
Jords
1h 8m 27s
100%, they'll just say, Pirate Bogan, leave it at that.
Rocky
1h 8m 30s
No thought to structure, no thought to planning your experience anyway.
Jords
1h 8m 32s
Nope.
1h 8m 36s
No thought to what your players will do.
1h 8m 38s
Just do Pirate Borg.
Rocky
1h 8m 38s
Our problems with Reddit aside... Would you run it in 5E?
Jords
1h 8m 45s
Now, I laid down those conditions of what I want in a game, and 5E negates some of them.
Rocky
1h 8m 52s
Yeah.
Jords
1h 8m 52s
The most important one is it makes travel either trivial or just not interesting.
1h 8m 59s
So when you have a character who has the ability to summon fresh food and water at any point in time, suddenly rations aren't very important.
Rocky
1h 8m 59s
Yeah.
Jords
1h 9m 6s
When you have someone who can control the weather, suddenly that storm is no longer.
Rocky
1h 9m 7s
Yep.
1h 9m 11s
It's an interesting thing that I saw on, I think the Alexandrian recently, where I was like, uh, D&D does this thing where like a player will indicate that they care about doing a particular thing and the game will anti-reward them by trivialising that thing.
1h 9m 26s
It's like, I want to be a really good wilderness explorer.
Jords
1h 9m 27s
Exactly.
Rocky
1h 9m 29s
It's like, great, you auto succeed on all your survival checks.
1h 9m 31s
We're never going to talk about wilderness ever again.
Jords
1h 9m 33s
not part of the game.
1h 9m 34s
Yep.
1h 9m 35s
I guess I'll just give you a sentence or 2 about how good you were at doing that, but like, it's not the game anymore.
1h 9m 41s
So I think 5V has a lot of those problems, especially if, like, I tell my players, we're going to play a swashbuckling pirate adventure in 5V, and we're going to do it at X level.
1h 9m 52s
Well, I know they're going to pick the spells that automatically give them an edge in that world.
1h 9m 57s
That's the natural course of action, and that kind of undoes some of the fun.
Rocky
1h 10m 3s
It's got some it's got some anti-patterns, we might say.
Jords
1h 10m 6s
Whereas I think if you were to do this in a 5 E like game, like Shadow of the Demon Lord or Shadow of the Weird Wizard, at least when you've got characters who have a spell list available to them, they're constrained by the type of flavour of magic that they want.
1h 10m 21s
So not everyone is going to pick control weather and, you know, turn undead and whatever the thing is that's going to pop up. You might have a player who who is a hydromancer, who trivialises some aspect of it, but they're not going to take away everything by also having good berry and conjure fresh water.
Rocky
1h 10m 42s
Um, I think I, the only situation where I would is if it was an existing campaign that we were doing like a pirate episode, right?
1h 10m 52s
Like a pirate arc.
1h 10m 53s
Um, I think it would be fun.
1h 10m 55s
I think it could be really fun to pull some existing characters into that, which kind of obviates that problem and it means that if they do have something that's relevant, it's cool that they have something relevant instead of being designed that they have something relevant. But yeah, I wouldn't set out to run a pirate game in 5E.
1h 11m 12s
All right, so that's a no to running it in 5E.
1h 11m 14s
Would you run it at all?
Jords
1h 11m 15s
I already have.
1h 11m 16s
I would do it again.
Rocky
1h 11m 18s
Great, yeah, me too.
1h 11m 19s
I think this is an easy sell.
Jords
1h 11m 21s
It's also just like, so abundantly saturated in media that players are literate.
1h 11m 27s
If you hand them a yellowy map of the archipelago and it's got an X on it.
1h 11m 33s
They know what to do with it.
1h 11m 35s
Like the tropes are there to be played into and have fun with, and I think players will do that.
1h 11m 43s
Everyone knows pirates.
1h 11m 44s
All right, that's it.
Rocky
1h 11m 45s
Yep.
1h 11m 45s
That's pirates.
Jords
1h 11m 47s
We've solved pirates.
Rocky
1h 11m 48s
We've solved pirates.
1h 11m 51s
This has been Platonics.
1h 11m 53s
Thank you to everyone who wrote in over our break and requested episodes of which this was one.
1h 12m
If you have some suggestions,
1h 12m 4s
We're still taking them.
1h 12m 5s
You can get in touch with us at halloaplatonics.net.
1h 12m 8s
But the place we would love to see you is on our discord where we are still sort of hashing out what we're going to do this season.
1h 12m 16s
So if you do have suggestions, jump on Discord, and let us know.
1h 12m 21s
We're also in all the usual places, you can find us on Blue Sky, Macedon, and threads.
1h 12m 26s
We are on Reddit.
1h 12m 28s
So if you see you slash platonics, post an interesting take, please Fangerson up vote.
1h 12m 33s
But really the biggest thing that you can do to help the show keep happening is to send it to your friends if you have someone who you reckon would enjoy listening to us.
1h 12m 44s
Pick the thing that they like.
1h 12m 46s
Don't just send them a link to the show, pick an episode out for them, be like, I think you should listen to this one.
1h 12m 51s
I think you would really enjoy doing this.
1h 12m 53s
Send it to your friends who are game masters.
1h 12m 56s
Also send it to your friends who aren't game masters but might want to give it a go.
1h 12m 59s
Send it to your friends who are players.
1h 13m 1s
And just maybe what I get, get some perspective from the other side of the screen about how they can, you know, bring more adventure and pacing and vibes to the table.
1h 13m 13s
Um, yeah, that's the best thing you can do is to share, not just the show, but send an episode to somebody who you think will enjoy it, um, because that's, that's why we do all these different topics.
1h 13m 26s
We don't expect everyone to listen to every ep, although we'd love it if you did.
1h 13m 30s
But the idea is to sort of bring these ideas about running tight vibes, heavy sessions, uh, to as many people as possible, and I don't know if you've noticed, but sometimes the genre is just like the excuse that we need to talk about facilitating Great Session.
1h 13m 50s
So, yeah, pick an app, send it to a friend.
1h 13m 53s
That's your mission for 2026.
1h 13m 56s
uh Platonics listeners.
Jords
1h 13m 57s
And if you have done that, let us know.
Rocky
1h 13m 58s
Send, and then send it to a different friend.
1h 14m 1s
Do it again.
Jords
1h 14m 2s
We have a cadre of like hardcore listeners that always come back and listen to our stuff.
Rocky
1h 14m 3s
All right.
1h 14m 4s
I think that's everything.
1h 14m 5s
Why am I asking you?
1h 14m 7s
You don't know how to do the outro.
1h 14m 8s
Yeah, no, that's the big stuff.
Jords
1h 14m 12s
We love you.
Rocky
1h 14m 13s
Discord, social, find us online at playtonics.net or wherever you get your podcasts.
Jords
1h 14m 13s
Tell your friends.
Rocky
1h 14m 18s
We will catch you next time.
Jords
1h 14m 21s
Boy!
Rocky
1h 14m 23s
Boy!
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