Jackseno
Landlubber
Hello Pirates Ahoy forums!
I haven't posted here before, but I do check out the forums every now and then to see what's going on. I thought this would be the best place possible to pose a few questions on a subject that has occupied a lot of my thoughts since the start of my attempts to make a game set in the age of sail. So perhaps a few members here could give this a read?
So the main issue I'm dealing with is the trappings of the Pirate label, and the seemingly inescapable nature of their association to the age of sail. As a quick disclaimer; From a thematic standpoint and as a genre I have no actual problem with pirates, privateers or piracy in general.
Here's the thing though! And this is purely my own experience: When I began work on my own project last year (A simple treasure hunt game set in the age of sail), I was very careful not to include any mention of piracy, or pirates in any of the documentation, promotional materials, or public information about the game - and yet, almost every single observer, seemingly no matter what has immediately attached the pirate label to it.
This isn't the biggest deal ever, neither is it a stretch to apply these labels, when people see ships, cannons, swords and tricorns, by association their first and often only frame of reference is with the pirates that popularised them. However; pirates weren't the only people to ever sail ships, carry swords, wear tricorns and so on! My question then is; Is the pirate moniker too closely bound to sailing ships? Is there no hope for merchants, treasure hunters or explorers? Not to mention any other parties I am unable to think of.
This isn't to suggest the label is a negative one. (although I'm sure it would be hard to argue against the degree of baggage now associated with pirates brought on by the storm of tropes and cliches surrounding them today) The label does feel unavoidable though, which feels immediately limiting (and disheartening) in terms of scope and the kind of expectations and trappings brought along with it.
So! Is there a solution to all this? Besides straight up putting players in the role of a Navy ship, is there a way to escape the pirate association in to something different? I'd love to start some kind of discussion on this.
(PS sorry if this is in the wrong place, I took my best shot at guessing where to place it)
I haven't posted here before, but I do check out the forums every now and then to see what's going on. I thought this would be the best place possible to pose a few questions on a subject that has occupied a lot of my thoughts since the start of my attempts to make a game set in the age of sail. So perhaps a few members here could give this a read?
So the main issue I'm dealing with is the trappings of the Pirate label, and the seemingly inescapable nature of their association to the age of sail. As a quick disclaimer; From a thematic standpoint and as a genre I have no actual problem with pirates, privateers or piracy in general.
Here's the thing though! And this is purely my own experience: When I began work on my own project last year (A simple treasure hunt game set in the age of sail), I was very careful not to include any mention of piracy, or pirates in any of the documentation, promotional materials, or public information about the game - and yet, almost every single observer, seemingly no matter what has immediately attached the pirate label to it.
This isn't the biggest deal ever, neither is it a stretch to apply these labels, when people see ships, cannons, swords and tricorns, by association their first and often only frame of reference is with the pirates that popularised them. However; pirates weren't the only people to ever sail ships, carry swords, wear tricorns and so on! My question then is; Is the pirate moniker too closely bound to sailing ships? Is there no hope for merchants, treasure hunters or explorers? Not to mention any other parties I am unable to think of.
This isn't to suggest the label is a negative one. (although I'm sure it would be hard to argue against the degree of baggage now associated with pirates brought on by the storm of tropes and cliches surrounding them today) The label does feel unavoidable though, which feels immediately limiting (and disheartening) in terms of scope and the kind of expectations and trappings brought along with it.
So! Is there a solution to all this? Besides straight up putting players in the role of a Navy ship, is there a way to escape the pirate association in to something different? I'd love to start some kind of discussion on this.
(PS sorry if this is in the wrong place, I took my best shot at guessing where to place it)