Review of Piracy and Privateering
by
Josh Peters
Publisher:
Stellagama Publishing
Length:
83 pages
You
might have thought that the pirates were supposed to be the NPCs, but
surprise! The book begins with a persuasive essay aimed to encourage
players to play as pirates!
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| When you're a Professional Pirate . . . |
The
book contains five sections:
- Setting up the campaign
- Space Encounters
- How to Make money
- Adventure Seeds
- Sample NPCs
The
book is system-neutral throughout. It leans toward the 2D6 dice
rolling mechanic, but it would not be difficult to transition any of
the tables into any 'variable degrees of success' dice rolling
system. For OGL legal reasons they can't say it works with Classic
Traveller, but I can. It does. That makes me happy.
Setting
up
Is the
campaign going to be in a Star Spanning Empire, or among competing
star nations, or the fringes where it's every planet for themselves?
This is an important consideration, and the author lays out the good
and the bad of each type. My TU is competing star nations, and a lot
of Independents. Pirates will use different tactics depending on
where they are.
Wherever
your piratical PCs set up, there has to be enough potential for
profit to make it all worthwhile. The referee/GM has to consider this
or it will be a short and unhappy campaign.
For
the sake of players and GMs who aren't familiar with the
practicalities of piracy, the book lays out a method of doing the
deed, labeled “Piracy 101”. This section goes into a helpful
amount of detail on things like:
- Finding a target
- persuading them to surrender
- deciding what to take, including whether or not to steal the ship directly
- escaping pursuit
- turning the loot into cash (but more on that later)





