UncleBear Media

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Browsing Posts published in April, 2009

As you’re reading this, I know you’re probably multitasking. You’ve got Facebook or Twitter or something open. I want you to open this link in another tab or browser window or whatever it is you do and let that load while you keep reading. You’re going to go to that page and you’re going to spend the two measly bucks for this product, because I’m telling you that it’s better than chocolate. At the very least, it’s going to be the best $2 you’ve spent in a while.

“But Berin, why should we pay $2 for a quick start product when everyone else is giving away quick start crap for free”.  I’ll tell you why. Because Paul Jessup deserves your money. Because he’s just one guy making a better game than some of the bigger companies, and you support that kind of effort. Especially it’s better than pizza.  Just like a player character, sometimes you need to kick in a door to see what’s behind it. Like a good gamemaster, I’m not telling you what’s behind the door. Kick it in and see for yourself. Two bucks. You could spend that on lottery tickets and get nothing. You could spend that on a movie rental and get 90 minutes of crap. You’re gonna win on this one. You will get value for your entertainment dollar.

Serious, go spend two bucks, read it, then come back here and leave a comment telling me how you could have gotten a better deal for two bucks. Then, when you’re suitably impressed, go back and buy the full game when it’s available.

Disclaimer: No, I don’t know Paul Jessup, other than talking to him for a little bit on Twitter. I get no kickbacks for plugging this. I’m doing this because I think the Magpie Codex is aces in both philosophy and execution, and I think the word needs to get out about it. I believe, brothers and sisters.

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Obviously, preparing to run a 4th Edition game has gotten me remeniscing about Dungeons & Dragons games past. This hasn’t been woolgathering about the “good old days”, or Old School nostalgia, or even deeper contempation about the Edition Wars as it has been me trying to recall how I used to do this. The skills, they are rusty.

The ultimate knock upside the head for me, when my 14-year-old self really started screaming that I was overthinking it, was when I remembered how my friend Bob and I used to prepare for weekend D&D games in high school. I lived near the school and walked home, Bob lived farther away and took the bus. On Friday after school he’d walk home with me, and we’d detour to the hobby store. Together, we’d pick out a module that looked pretty good, and whichever of us had money (or sometimes the two of us pooling our money) would buy it. Then we’d go back to my house and hang out until his dad got off of work and swung by to pick us up.

We’d go to Bob’s house, have dinner, meet a couple of friends, and then I’d take the shrink wrap off the module and we’d start to play. I didn’t read through it first. I had no idea what was going to happen next. I had no idea what was in that room until they kicked in the door and I had to read the description. I was totally flying by the seat of my pants, and we all had a great time.

We’d game all weekend, sleeping over at Bob’s house until his dad took up home on Sunday. When the module ran out, or we didn’t have a module, I just rolled random dungeons using the tables in the Dungeon Master’s Guide. Again, as the DM I was as surprised as they were and had no preparation time, but we all had fun.

Over the years I’ve obviously gotten more sophisticated and my gaming style has evolved, which is mostly a good thing. But there’s something to be said for the simpler times, flying blind and just taking things as they come. Being prepared makes for a better game, of that I’m certain, but there’s such a thing as being over-prepared, and a certain joy to be had when you have to think on your feet and improvise on the spot.

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Over the years I’ve written a lot about binders, journals, notebooks, file cards, and wikis for use in capturing data, tracking and planning all sorts of information for roleplaying games. In my ongoing quest to explore all possible solutions, I have managed to overlook the simplest solution of all, the very first method I ever used for roleplaying notes: a single sheet of notebook paper, stuck into a rulebook.

Last Sunday I was sitting in The World Famous Jason Corley’s living room, playing our regular World of Darkness game. On my lap I have the core rulebook (tabbed so I can easily find any rule I might need to reference in the game), and a 3-ring binder containing my character sheet and all of my notes from the campaign. On the seat next to me, I have my partitioned pencil box with writing utensils, dice, and post-it notes in separate compartments. That’s been the status quo for this game for several months.

For whatever reason, I just got tired of juggling all this stuff on my lap. I grabbed a handful of dice and put them in an empty Altoids tin, which I had with me for no apparent reason. I took the character sheet out of the notebook, along with a single sheet of notebook paper, and stuck them in the rulebook. I put everything else away, except for one mechanical pencil. It was all there if I needed it, but it didn’t need to be out. I used the book as a surface to writ notes on and roll dice. I pulled out the character sheet as needed. Easy-peasy.

In the early days in my career as a gamer, this was how it was done. You showed up at a game with your Player’s Handbook, your character sheet, a piece of notebook paper or two, and that was it. None of us had been infected by Getting Things Done or productivity hack, had yet to be lured by the siren song of fancy journals and clever binders. We scribbled random notes on a piece of paper. Maybe a spiral-bond notebook. The notes were random and disorganized. It was chaos, but it worked.

As a gamemaster, I had sheets of notebook paper stuffed in my Dungeon Master’s Guide, with notes on NPCs and house rules. It gave me a limitation, because I kept trying to fit everything onto that single sheet of paper. When it all got too confusing, or if I ran out of room, I’d re-write it neatly on a clean sheet of paper, but leaving out stuff I had since memorized or no longer needed. A crude editing process, but it worked.

The 4th Edition campaign I’ve been planning has largely been developed while laying in bed. Typically I’ve got a binder, two journals, a laptop and/or the Alphasmart, plus four core books (DMG, MM, PHB 1&2) spread out. Plus at least one dog, and as many as two dogs and four cats. It wasn’t working for me. So I got rid of everything but the animals, the DMG, a single sheet of paper and a pencil. I used the DMG as my writing surface, and started plotting my adventure. As I needed to reference rules, I looked them up in the DMG and made note of the page number. If I had to reference another book, I made note of it and kept going. After I was done, I did all my Monster Manual references, then my Player’ Handbook references, but at no time did I have more than one book, and one sheet of paper, on the bed. For editing and cleanup, I sat in bed and typed the notes into the Alphasmart (easier to use in bed due to the lack of cords, heat, and weight), which were later uploaded to the desktop computer. But the Alphasmart and laptop were really only needed for blogging and wiki purposes — to run the game, all I needed was the single sheet of paper.

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For weeks I have had anxiety about running my first 4th Edition Dungeons & Dragons game. I’ve been playing since 1978, but this system is so unlike any previous edition. Some of the people I’m running it for will have been playing it since it was released, so they’ll be better versed with the rules than I am. Because I’m runnnig the game at open public events and not for a home group, I also have to use the rules as written, and not house rule or fudge things. It’s been intimidating.

This required a change of perpective. Even though I don’t know the rules well, I am an experienced game master. I’ve been running games since before some of these folks were born (get off my lawn). I can play to that strength. I need to view the fact that players will know the rules better than I do as an advantage, and tap them as a resource. I realized that I can still fudge the rules on my side of the screen, and just not let the players know I’m faking it. And finally, I can always fall back on the old Gary Gygax quote about the great secret being that we don’t really need rules.

Here’s my five-part plan to prep the game without knowing what I’m doing. I think this advice works just as well for new gamemasters as well as old grognards trying to grasp the intricacies of a new system.

1. Start with the story

Forget about the mechanics all together and flesh out what the goal for the adventure is, and what obstacles the player will face. When you plot out the story, you’ll figure out what locations, flavor text, NPCs and monsters you’ll need.

2. Plan the encounters

Look up the monsters, write up the NPCs, create maps, write descriptions and flavor text. Don’t pull together or create more than the bare minimum you’ll need. Then think of any loose ends in each encounter, where the players might decide to go and what they might decide to do, and sew them up. This doesn’t mean that you need to figure out how to railroad the players, it means you need to prepare yourself for how they might go off your script.

3. Figure out what rules you need

As you know how each encounter will go, you only need to learn how that combat or Skill Challenge works, and what abilities the monsters or NPCs will be using. You don’t need to know every single ability the monster or NPC has, only what Daily Power, Encounter Power, or At-Will power they will be using for that single encounter. Check each encounter for loose ends again, and plot for contingencies  in case the players swerve.

4. Make players responsible for their own rules

Before a game session, I give new players and people using pre-generated characters a few minutes to look up their abilities and how they work. They’re the ones who will be using the Feats and Powers, so it’s to their advantage to know what they can do.

If a player character has a Power you’re not familiar with, when the player declares they’re using it just ask them how it works. If it needs to be looked up, make them look it up. State that their character is now holding action, and move on to the next person in initiative order. When that player’s ready, let them jump in and explain their action. It prevents the game from grinding to a complete halt while the rules are looked up. If they take to long to find the actual rule, make a ruling and fake it and tell them you’ll use the real rule next time. If you have to make a ruling, make sure it’s fair and possibly favors the player, so no one feels penalized for being unprepared. The idea is to have fun, not make people feel stupid.

5. Fake it

You can never plot for every contingency, every plot hole you’ve overlooked, every bizarre player action, every creative use of a Feat or Power. At some point, you’ll just need to wing it. If you’ve thought through the first four steps, however, you’ll be on solid ground and shouldn’t have to improvise too much. Which leads to my Seekret Guideline Number 6:

6. Always have a monster in the wings

When in doubt, something attacks the party. Something big. Something unexpected, but something that somehow fits in with the rest of the adventure. Act like it was a planned encounter. Plot stalls? Monster attack. Player characters wandering off course? Monster attack. Have no idea how to answer the player’s question? Monster attack.

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Building upon my earlier post on exploding Skill Challenges out into adventures, I’ve hit upon what I’m calling a Group Skill Challenge. It works like this: instead of having a series of skill rolls to succeed at a challenge, all members of the party roll on the appropriate Skill. Aid Another bonuses don’t apply in this situation. If the majority of the party succeeds, they pass the Skill Challenge and avoid the consequence. The skill challenge should be one that requires cooperative effort, so that everyone has to participate. Everyone has to dig out a collapsed mine before it collapses more, for example, or everyone has to pitch in to move the giant tree felled across the road so the wagon can pass. Everyone gets a little bit of information, or gets clues, which when they compare notes forms a clear picture. If handled properly, it allows everyone in the party to participate in a single-encounter Skill Challenge.

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For this character to make any sense, you first have to go watch this video (possible NSFW, no nudity but suggestive Twinkies imagery, zombie violence, and scantily-clad women). Then you’ll understand why I had to write this character up. I figured a Soviet Hero would make a good Necessary Evil character.

Agility: d6/d10, Smarts: d6, Strength: d6/d12, Spirit: d6/d10,  Vigor: d6/d12
Skills: Fighting d10, Guts d8, Persuasion d10, Shooting d10
Hindrances: Arrogant (Major), Overconfident (Major), All Thumbs (Minor), Quirk: wears a loin cloth (Minor)
Edges: Arcane Background: Superpowers, Power Points, Quick, First Strike, Nerves of Steel, Sweep,
Pace: 6 Parry: 7 Toughness: 8
Powers:
Super-Attributes (10)
Attack, Melee (4): +2d6 damage
Attack, Ranged (Eye Beams) (6): Extra Damage, 3d6
Gear:
Great Axe: Damage d12+d10+2d6, AP1, Parry -1, two hands
Sub-machinegun: Damage 2d6, RoF 3, AP1, Auto

It is unknown how former Soviet President Mikhail Gorbachev regained his youth and gained superpowers. After the invasion, he began to appear wielding his axe, his machine pistol, and his devastating eye beams.

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You are all set to run your new adventure when one of the players asks you that dreaded question:  “What’s the weather like?”  Never fear, we have a 1D20 random chart to help.

1. It’s raining.
2. It’s raining and windy.
3. It’s raining and cold.
4. It’s raining and windy and cold.
5. It’s raining and hot.
6. It’s raining tremendously. It seems to be falling sideways–or up.
7. It’s raining with violent lightning & thunder.
8. It’s too cold to rain.
9. It’s cold & windy.
10. It’s a big, nasty, child-eating storm.
11. It’s lightly drizzling, just enough to irritate.
12. Hailstones are falling, big ones.
13. It’s snowing, even if out of season.
14. It’s too cold to snow.
15. It’s hot & muggy.  You just wish it would rain.
16. It’s not raining hard, it just won’t stop.  Flooding is likely.
17. Something wierd is falling, just not rain this time:  ash, blood, bloody ashes, frogs, rocks, snacky cakes, et cetera.
18. The rain stops, and the sun comes out.  So do the bugs, by the swarm.
19. It’s still raining.
20. It’s calm, dead calm.

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Queensman: This complex beast of a machine may be used for either torture or execution.  At the heart lies a sideways rack, with the limbs pulled apart horizontally rather than lengthwise.  A crescent-shaped blade on a pendulum is suspended over either the neck or stomach.  This has a clutch mechanism so that its rate of descent can be slowed or increased, and stopped at a certain height while still swinging from side-to-side.  A pair of large spiked wheels may be rolled over the shoulders, & possibly the chest or arms & legs of whomever is strapped to the Queensman, depending on their size & build.  Lastly, a fire is built underneath the table, with the smoke and heat adding to the misery.  The Queensman is designed so that it may be used either as a means of execution or torture.  It may kill by allowing the pendulum to continue dropping, allowing the full weight of the spiked wheels to crush the chest, pulling the limbs free as a cruel child might with an insect, or simply slowly cooking the victim.  As a torture device, catches prevent all of these from ending the prisoner’s life too early, and several levels of punishment may be applied.  When used to extract information or confession, a fire is stoked, the limbs stretched to a painful–but not damaging–degree, the pendulum is set to swing, and the wheels set spinning.  The torturer then simply walks away.  The victim is left contemplating his inevitable an unenviable fate.  Typically the prisoner is crying out to confess or reveal secrets within moments.  It’s a scary looking device.

Smallest of Worlds: This cruel implement is a giant version of a wind-up music box.  It loudly plays the same melody:  again, and again, and again, and again.  Its power spring plays for several hours, and is geared so that it still plays while being rewound.  Some interrogators use a series of cables & pulleys so that the Smallest of Worlds may be rewound from the safety and silence of an adjoining room.  This horrid torture implement has a very high degree of success in coercing confessions or unveiling secrets.  It may take several minutes, but they talk.  Those few subjects who kept their mouths closed did so either at the cost of their sanities or by having the great fortitude to bite off their own tongues first–choking to death on their own blood.

Green bamboo slivers: This is a variant of the traditional method of shoving slivers of bamboo under someone’s fingernails & toenails.  The variation is that the slivers are still attached to a living plant, and continue to grow after insertion.  Bamboo grows quite quickly and can exert sufficient pressure to cause agonising and crippling pain.

Andrella’s Lament: This is an expensive method of slow execution known primarily from the children’s story of the same name.  Andrella was a Heldannic maiden taken to be a bride by the dreaded King Emmit of Barsevia.  Whether Andrella was a princess or a peasant milkmaid differs according to who tells the tale.  The evil King Emmit had heard of the pale skinned and yellow-haired lasses of the Heldannic Freeholds, and decided to add one of them to his collection of wives.  According to the tale, King Emmit was entranced by the idea of a woman “with skin like cream”.  When the young Andrella arrived (whether kidnapped or sent by her noble father, again depending on the version) she was indeed as light skinned as most Formourian Humans, but not–Emmit had decided–with skin truly like cream.  The fact that Human skin and milk are never going to be the same colour didn’t seem to enter into anyone’s thought processes, save perhaps Andrella’s, and she had enough to worry about.  Determined to make his new hapless bride match the advertised description–or to be rid of her at the very least–King Emmit ordered thousands of gallons of milk to fill his deepest and coldest dungeon.  To this depressing and dire deep dungeon dairy dilemma the dainty damsel was distressingly deposited into disaster by being dropped down into doom.  The cruel king told Andrella that if she could swim with enough vigor, she could turn the cream in the milk into a giant pat of butter.  This she could then rest upon.  Unfortunately for her, the heat from her body would soon melt the butter and she would be again dumped into the liquid.  She could drink of the milk and eat the butter to survive, but the walls were too high and smooth to climb out.  Fresh milk was added daily, and daily King Emmit would visit daily.  “You shall be like cream or become it,” said the king every day.  Andrella made no reply.  There is one version of the story, performed by a children’s theatre group, where Andrella builds a castle out of the butter, and is eventually rescued by her father–the King of Formour–and lives happily ever after.  In most versions of the story, and certainly the older ones, things do not turn out nearly so well for the poor girl.  There really was a King Emmit of Barsevia, and his wealth and power were matched only by his inventive cruelty.  The Line Rolls of Formourain royalty do not mention any Princess Andrella, nor are there any Andrellas to be found among Heldannic princesses, and the name is not at all common among the Heldanns.  One thing is for certain, this is an inventive–if unpleasantly expensive–means of slow execution.  Replicating King Emmit’s method has been tried at least thrice.  The first time the hapless victim drowned within the hour, after of course generating no butter.  The other two times the victim was placed on a large chunk of butter preformed.  The longest-lived victim survived nine days, by which time the milk had curdled to where escape may have been possible & the stench was unbearable–said victim was then riddled with crossbow bolts to end everyone’s misery.

Ender of Worlds: This is a simple looking torture device with an ominous name.  It consists solely of a large sphere of black glass, about a foot in diameter.  It is sometimes also called the Devourer of Souls.  The operating principle is pure psychology; it plays upon the victim’s fears of the supernatural and unknown.  Originally devised with an impressive, but powerless, ritual, the Ender has been found to be far more effective if it is simply placed inside an isolated room with the prisoner chained to the wall.  The jailers don’t say anything as they are shackling him in–other than side conversations among themselves about the Ender of Worlds doing its job of ridding them of the prisoner.  Nothing is ever said directly to the victim.  A cleanly dressed person carrying the Ender of Worlds comes in shortly thereafter, alone and mute, and places the dark globe on a pedestal on the other side of the room.  The door is shut & locked, and then the waiting begins.  The prisoner is never questioned, and receives no input of any sort until he is screaming his confession or secrets.  This may take several hours, but usually lasts for less than one.  With no means of marking the time, and no other company except the deceptively ominous Ender of Worlds and his own imagination, the prisoner is left screaming until he is near madness.  It is only then that he is rescued and interrogated.  Needless to say, this is a device that is best used with discretion, rather than as a first resort.  However, it has proven effective if the next prisoner to be placed in the room is allowed within earshot.  Many a time the next victim is ready to talk only after seeing the globe enter & shortly afterward hearing the screams of the first prisoner begging for any relief from the terror caused by the device.
Second victim:  “What’s that?”
Guard:  “The Ender of Worlds.”
“Second victim:  “What’s it do?”
Guard:  “…”
First victim:  “Aaaaagh!  Please! Please get it away!  Aaaaagh!  I’ll talk; I’ll do anything! Just… please!”
Second victim:  “Okay, I’ll talk.”

Oubliette: This is a simple and degrading form of torture.  The victim is tied down at the bottom of a toilet shaft.  Ideally the victim’s head is strapped into position facing upward towards the hole.  Like many forms of torture, this may be used as a slow form of execution by simply not extricating the prisoner or cleaning the hole.  As these spaces are intentionally poorly ventilated, some prisoners suffocated from gasses emited by the waste, or choked to death on their own vomit.  As the process of applying this torture method–especially removing the victim from it–is also very unpleasant (even for a torturer), other prisoners are often used, with the understanding that the same or worse awaits them if they–like the one being strapped down–do not comply with their jailers.

Serpent-maker: This device was originally invented in the Heldannic Confederation, but rarely used there.  It consists of a series of blocks & shafts to which weight may be selectively applied.  Each bone is isolated as much as possible.  Pressure is added to each joint, starting with the tips of the fingers & toes.  Joint by joint, bone by bone, the weight is added until the bones are demolished.  Weight is then applied to the next bone, working upward toward the head.  The name derives from the flexible nature of the corpse if the process is continued to its conclusion.  The original device used water filling an angled basin above the blocks, which crushed each area slowly and surely.  However, most exported versions more often use rocks as the weight–it’s quicker to both add or remove the weight.  At least one uses two very large rocks with the victim’s limbs stretched as if on a rack.  These rocks are slowly rolled toward one another, crushing the flesh & bone beneath them.

Upside down: This one is simple, expedient, and time tested.  Hang them upside down.  Their feet can be beaten with rods or burnt.  This may also be used as part of another method of torture.  Hanging upside down works best if the victim is made to stand upright every few hours.  This causes the blood to again drop to the feet–which is unpleasant at least and painful at most–and means the victim must again have the sensation of all the blood pooling in his head once he is again upside down.

Borrowed faces: This is just wrong.  The victim is tortured psychologically by jailers wearing masks that look like the faces cut from the prisoner’s loved ones.  Spouses, friends, children, even pets are used.  It goes without saying that the most effective mask is one that was actually taken from a person’s face.  Some spirited torturers will actually kill and wear the faces of the prisoner’s pets, et al.  It is easiest to cut the faces off of the prisoner’s partners in crime who have been already executed, but some will go out and find those close to their victim to slay and wear.

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Player-characters live the same lifestyle as other ‘adventurers’, i.e. hobos, rock-stars, spree killers, & runaway teenagers.  That is, they roam about almost randomly, never staying in the same spot for very long.  They blow their money as soon as they get it, if not sooner.  All of these also do pretty much whatever they want without regards to the consequences, and run away when caught.

The amounts of wealth, fame, arcane knowledge, and combat power will vary, but the mindset is essentially the same.  Bandits, pirates, and biker gangs may be similar, but usually are better organised and disciplined than these other miscreants. That’s right, those bandits you profess to protect travellers against are a better class of people than your party of player-characters.

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Pirates may gain a letter of marque.  This is a document that allows a known pirate to pass by military patrol ships, and even enter into port unmolested to unload his or her ill-gotten gains.  These are most commonly given in times of war or similar hostile crisis, with the understanding that the enemies of the granting state will be targeted.  However, even when there is not open war, letters of marque may still be given, especially from one’s native land.  Any actions taken against a ship from the granting nation will still be considered an act of piracy, and may sometimes apply to allied ships, or foreign ships sailing to or from the granting nation’s ports.  This will usually be specified in the letter of marque.  Needless to say, such an act of piracy almost always guarantees that the letter will be revoked.  These are very useful items for pirates to have, as they not only prevent incarceration–and often hanging or other exectution–by the approving nation, but allow for safe ports to unload the stolen cargo and restock on needed supplies.  For the granting state, this serves as both a cheap, effective, and self-sufficient force of irregular navy in times of war, but can also serve a dual role in peace-time.  Not only does this create a document trail for pirates–often being tantamount to confession for previous crimes–as well as serving to bring forth pirates who otherwise would have gone unknown, but also allows a state to engage in a “cold war” type scenario against other nations.  Letters of marque don’t technically condone piracy (with the exception of some war-time documents whose verbiage specifies aggression against an enemy’s ships), but simply allows a pirate the same freedom of travel afforded to the state’s other citizens, with the specified proviso that their own ships not be attacked.  In other words, it’s an official document protecting the privateer against punishment for crimes committed in open waters against a foreign power–this creates a degree of plausable deniability, & the approving state isn’t seen as being culpable for the privateer’s actions.

Certain privateers in the service to a nation have letters of marque with addendums.  Most commonly, these specify a percentage of booty that must be remanded to the granting nation, usually 10-25%.  Typically, in exchange for this provision, the entirety of the privateer’s take is not additionally taxed or assessed other fees.  Without this percentage received, the privateer’s cargo is assessed whatever fees and taxes would be charged had the cargo been from a lawful merchant ship–the authorities at port simply “look the other way” with regard to the cargo’s origin.  These modified letters of marque may also specify the areas that a privateer is to patrol, the types and origins of ships to be attacked, and may even detail how the spoils are to be divided amongst the crew.  This variety of letters of marque make the privateer a form of irregular naval ship, differing only in the lack of direct control by the nation’s military, and the crew’s pay being shares of booty rather than a set wage.  On occassion, these modified letters of marque even grant the privateer access to free or reduced cost–half of the normal market cost seems typical–at the granting nation’s naval shipyards.  Due to the added trust placed in the privateers receiving such modified letters, these are reserved for those of greater standing than the average pirate.  Many a nobleman’s younger sons (and thus non-inheriting) have served their nation in times of non-war conflicts by becoming privateers.  It is also worth noting that these modified letters of marque, and often the standard variety also, state that the privateer must engage in battle against known pirates, and attempt to bring them to justice.

Some pirates refuse to seek letters of marque, as they prefer the complete freedom of not kowtowing to any man or nation.  Other pirates have simply proven to be too dishonourable for even this distinction, such as those who have broken such a pact but somehow escaped to return to plunder.

One of the most valuable spoils is the captured ship itself.  For some pirates, this allows them to upgrade to either a larger or faster & more manoeuverable ship.  For others, this allows them to expand their reach, influence, and power, by becoming lord of several ships.  It is in this manner that the dreaded pirate fleets are assembled.  A few of these are so fearsome that no nation’s navy has dared face them directly.  For a nation granting letters of marque to privateers, the capture of enemy ships means not only is the enemy deprived of the use of that ship, but your own numbers grow as well.  It is not uncommon for a state to purchase a captured ship for its own fleets directly from a privateer.  Other ships that are not claimed and used by either pirate or a privateer’s nation are sold at auction.

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