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About This Club

Credible and authentic playstyle pyrate/buccaneer/privateer/filibustier/corsair gameplay in Naval Action Discuss history and share roleplay captain diaries. Review film, music and books.

  1. What's new in this club
  2. Campaign will base of Sartosa, the major pirate hub in the fantasy setting of Warhammer. Campaign kickstarts where all players are part of a crew of a ship under a captain. Some background being worked on, but that's the initial baseline. Despite my love for WHFRP 1st edition I will be game mastering using the Grim&Dark Zweihander ruleset ( just google it ). Over Discord. Using proper die/dice rolling ( visualized 3d web based ). As nothing is set in stone this is just a preemptive thread to sound for interested individuals. No previous pnp experience required. Rule no.1 - Forget the rulebook. Imagination is a must.
  3. House rules discussion

    This is on PvE server, now, only for the story (TP's issues)... I mainly play on PvP EU, but thanks to bring that here! BTW, the Snow stay my love, to sail... (Prince de Neufchatel seems to be a good ship, too, but don't say it to my Snow, he'll be jealous)
  4. House rules discussion

    Let me help you there Nick.
  5. House rules discussion

    My playstyle as pirate? Simple, only sail 7/6th rate (mostly a Snow/Privateer) bought in shop from NPC, Fir, Teak or Bermuda with Crew Space (pirates was overcrewed on their ships hyistorically speaking and it don't cost me a million) fitted for cannon and boarding. And i operate from Freetowns, chasing players traders and flee against warships. And sometimes, i sail back to Mortimer to sell goods i stole (only things of value), fight a bit on Frigate with clan mates and sail again in another freetown to harass another nation... I don't search best PvP kills or something like that, i just want to be a pain for Nats!
  6. House rules discussion

    I remember that topic was a good one. Truth is, same with Shelby up there. He does act as a Navy captain searching for glory and fame, no matter the game nation choice, even if flying the black. The playstyle is entirely the "romantic" master and commander archetype. The guidelines we set define the character we play. Obviously a national rover is a privateer, alas Pirate, well, is a proper independent.
  7. House rules discussion

    I never claimed to be robber-at-sea, but simply took the role of Pirate as it was provided by the game. I do however still claim the same name as opposed to some other true Pirates.
  8. House rules discussion

    Yes, you are correct The house rules are part of the character guidelines. How does a Pirate pirate falls into a "naval supremacy" situation, as it is where the story starts, as opposed to the robber-at-sea credible approach !? We may assume his story to be under "private commission" ?
  9. House rules discussion

    If we are talking mission, then the mission is creating stories with as many players involved as possible. With a certain captain rallying the British defenses. To bring about:
  10. Faye Kert is the type of research historian writer I admire. It baits the line and follows it up to the source, and in doing it reveals a lot more than the usual myths and mainstream misconceptions. On Patriots & Profits she focus two decades of research into a focused work on the Yank and Canadian Atlantic privateering covering the most important names, numbers, places and, most important, the how everything links together in the "war of privateers" par excellence. Full chapters dedicated to how privateer ventures were set, how ships were chosen, armed, equipped. A in depth and most important chapter covers insurance, both on the new world side and back in London with a superb representation on how some seemingly minor acts conducted by privateers, totally not mainstream, actually molded economy more than the big frigate combats. The record entries cover very important aspects and should give any Naval Action player an idea of how it was in reality and how 'easy' we have it in game most especially regarding traders, prices of cargo and amounts carried by brigs, snows, pink and even indiaman. The entire economic side of the privateer war is ever present. I would say it is colossal and traces the entire war escalation of prices, insurance prizes, taxes on products and services, harbor business and all other economic activities affecting the communities as far as London and South Carolina. Combat and notable events are covered in rigorous form with extracts from the logs paired with how the news were presented to the public in the periodic newspapers. The presented data will break a few mainstream misconceptions but factual hard data is uncontestable. This is not a mere book. It is a life's work dedicated to investigation of the last big privateer drive in the age of sail in the anglo-saxon universe. Must buy!
  11. House rules discussion

    Surely tells me nothing about how you setup your playstyle and personal guidelines other than what we know, kill, maim, burn, by whatever means necessary Shelby up there goes out on cruise with a mission. We can trace some real life Royal Navy captains to have similar stances during their careers. Even US captains. Tracing a comparison from his playstyle to historical events the only major difference is that those captains did what they did for their Nation prestige. In the case of Shelby it will be mostly in his own namesake and community group in extension.
  12. House rules discussion

    Being called a scum at the end of the day means a job well done.
  13. House rules discussion

    Well, about 18 months ago i set out on a quest to create a certain reputation for myself. I wanted (And always did) to be recognized as a most honourable and noble Captain. To achieve this a few guidelines were made; 1. Traders = Off Limits. 2. Low ranking players = Off Limits. 3. Ships smaller than my own = Off Limits. 4. If someone attacks me, fights well and acts honourably, i will not sink/capture them. 5. If i'm engaged with someone and notices that they, to be blunt, are bad at the game, i will immobilize them in one way or another and then give them some advice and let them go. At first this worked well, i only had good fights and i had plenty of them. However since then the game has changed and now i can spend 10 hours in-game without a single good fight. If i'm lucky enough to find 2 or 3 players in similar ships i'll still be called a ganker. Doesn't matter what you do really, if you win, your a ganker (Even if you were outgunned and outnumbered). In my eyes, my play-style provided people with good fights and lots of room to become better players. I provided nice content for alot of people without being unfair to the new players and the traders. Unfortunately my play-style is now dead, its not worth the time and effort anymore because you are punished for playing this way. And while many say to me; "Tommy, Legends will be perfect for you, only fair fights!!". I have to say this, i hate the thought of Legends. NA is awesome because of the OW setting, the fact that i don't know what i will find when venturing out into the OW is so cool. Fights always are different from the last one.
  14. Naval Action gives us a setting, a universe in which we can play a character. It also gives us the rulebook, way to solve interaction. Being sandbox means that anything beyond the "starting point" is not written, so stories can unfold and, given quality, could become canon. This is not uncommon in many game universes alas usually fictional setups like Battletech or Warhammer, where special community events actually are used by the designers to mold the lore, but I digress as Naval Action is very much based in History, but... ... we are not playing to reenact History, right ? We are playing to re-interpret it by correct usage of the Lore and Rulebook, meaning Age of Sail in the West Indies, Spanish Main and Independent southernmost 13 Colonies and use the game mechanics as much as possible to make a credible gameplay. What house rules do you setup to make your sea rover gameplay pleasing and as authentic as possible ? As an example, when I play Pirate I do set the aim for the share per crewman. So the more prizes with the less crew as possible makes my character a most successful captain, whereas very little coin makes me a lousy one. As a rule of thumb, I set my own baseline at 1000 Gold per crew per cruise ( from departure from port to next return to port ). Anything below is a poor performance. I have other own rules but would like to hear from yours.
  15. Hey there Nick. After a search couldn't really find any translations being available at google level. This doesn't mean there aren't specialized publishers that might have taken it. The english version is very fluid and with no grammar high complexity but is full of maritime lingo, so a normal knowledge of things should suffice. Will wait for your reviews on the french publications, not my strongest language by far but can read it with a fair degree of understanding.
  16. No hope to find it in French translation, i suppose? I saw some extracts on internet... It seems to be a nice book. Do you think it's hard to read for someone who know read "basic english"? If no, i'll try to find it! I have some books about piracy, pirates, etc... but in french, i'll post them when i'll have a bit time.
  17. Benerson Little does a very focused study on localized tactics related to sea rovers as opposed the more classic approach of pirates and other similar activities as a culture. It concentrates the attention on the day to day life and how to survive as a sea rover. From the getting a crew together, to arming a ship, to setting sail, to set a ambush, to approach the prey, to board it and to sail it to safety so plunder can be shared. No more, no less. No romanticism involved. After all a sea rover life was a history of survival against the odds in a fairly "unknown" game. Adaptation to the present situations, as mr. Little well puts, was the best weapon for the rover. Not the ship, not the amount of guns or crew. Instead of a modern revisionism he focus on the grit that carries the day and how the prize was taken. The when, how and what of any particular prize taking as authentic as possible. More so due to the hands on approach to the tools used by the sea rovers. From false papers to blunderbuss and cutlass. The references to historical records are superb and down to the point and not lost in some "ideal" image of the pirate as depicted in the victorian era of "adventure in the high seas". It shows how much is false by exposing what was real. It is a great starting point for any "serious" fan studies and opens way to a diversity of subjects, especially the difference in the early stages of buccaneering brotherhoods against the "enemies of mankind" republic. Be ready to re-learn and have your pre-conceptions grinded down to dust, in a good way. More so, the author did put all his work into practice by going hands on in the Black Sails TV show, season 1, where several specific historical records were most faithfully represented in the series. Read the book, check the historical records and then re-watch the episodes sequences relating to the particular situation. They are well described so easy to link the two. I got myself the softcover edition due to the hardcover being out of stock. The recycled paper is really good and not the usual run of the mill version. The prink ink is also very good and does not stain with natural skin moisture. A must buy !
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