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LF DM for a Pirate/Privateer Style Campaign [Weekdays] [Co-Op World/Ship Building]

I really would love to go rolling on the high seas and finding adventurous islands to loot and plunder. I don't want an overly evil oriented crew (we don't kill for giggles). A ship that we can upgrade and invest time into would be wonderful. I want it to be our base of operations (like a guild hall).  I am not sure what kind of System we should use, I am a fan of Fate and Fantasy AGE but I am completely open to suggestion and discussion. Time wise, I would enjoy it if it was before or during the afternoon between 10am and 1pm EST. (Whatever time zone or country you are in, even if you have a rough accent I do not in the slightest care :-). ) Again, I am open to different times with suggestion and discussion. I am an experienced player and GM but am unable to GM for personal reasons and would really just like to lose myself in a game - send me a PM (preferably) or post here.
I could go with this. I love Savage worlds and I'd love to do a continual campaign using that system. I've been meaning to make a pirate-privateer campaign but it's in a steampunk campaign with airships. But anyways before I go too far, I need to know a few things like what your timezone is, preferences, group size, game length so on and so forth.
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If you end up using 5e or PF me and a friend of mine might be down. Depending on the Time/Day.
Yep that is me I am the friend. HI ALL, Merry Christmas! So Pathfinder and 5th edition D&D are the two systems I am the most comfortable with, and I am SUPER into playing a swashbuckling gunslinging halfling who thinks she's Jack Sparrow. I can also play 3.5 or 4th ed D&D if people really want it.
I'd be interested. I've been actually trying to put together a campaign using Savage Worlds Pirates of the Spanish Main. I'm a new(1 game under me belt) GM, but would be willing to GM. I only play chat because either my kids are screaming in the background or I'm playing after everyone's in bed (and 'cause my voice sounds weird over the internet).  The SW pirate book seems pretty role play heavy. Combat looks streamlined, but I think that could make for an interesting game. It's definitely a historical style rpg with no magics and halflings, but nothing wrong with homebrewing some rules.  For more hack/slash and fantasy, I have seen pirate themed adventures for both D&D and PF. I played a homebrew PF D&D hybrid pirate adventure once and it was a lot of fun.