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Making a Pirate campaign, need some help

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My group is coming up on the end of a grim, grisly mini-campaign of Delta Green and to lighten the mood I want to run something lighthearted and ridiculous. Specifically, I want to run a short campaign where all the players are crewmen on a pirate ship, and I want to try and run it in Maid. I have a feeling it will end up like pic related.

I like the Maid system because this group tends to favor rules-light systems and there's a built-in mechanic to determine how the PCs became crewmen on the ship. However, I know two of the players are fairly combat-focused and would probably hate playing as female characters. Also I don't want to sketch them out at the onset with words like "loli" or the ecchi content that typically comes with it. So how would you go about modding Maid for these kinds of players?
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>>53280876
just have them stay the same and either add some female npc's or dont
it shouldnt be that big of a deal
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>>53280876
It honestly sounds like you want to completely remove way too many elements from the system to even justify using it. You could consider modifying a system like traveller, since it's also decently rules light and is designed for travelling on a ship. I've found fantasycraft also has good mechanics that can be slightly altered for a pirate campaign specifically (contacts are crew members, holdings are ships etc). I'm not too familiar with Maid but I can't help feeling it isn't designed for what you're doing at all, particularly if your players won't want to do what the system specialises in.
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>>53281000
Not entirely. For the most part replace "Master" with "Captain", "Maids" with "Crew Members", "Mansion" with "Ship" and you cover a good amount of the transition. It's the little things that don't quite capture the fluff.
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>>53280876

I did play Maid a few time and I am currently running a naval campaign in pathfinder.

Take the random event table and mod it to be marine based. Mix a few of the background/capacity with various pirates stuff (maybe "runaway ninja" become "Runaway marines" or other stuff like that). Make sure your captain is not a Luffy 2.0, and do learn a bit about how a ship work. Just like in Maid, all the crew members should have a daily routines.

Most mecanic translate fearly well. The only one slightly wonky would be "favor". Maybe you can change to some kind of bonty systheme? If you perform piraty actions, your bonty goes up and you can buy stuff, etc...

Honestly Maid is crazy fun and incredibly easy to mod. Post the result if it goes well!
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>>53280876

if everyone's dudes then make the master/captain a dude and make it a maid game about guys being dudes, ain't nothin' wrong with guys being dudes
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>>53281930
but i'll also say one of the core central points of fun in maid RPG is the initial chargen of "okay, you're an anime girl, time to randomly roll your weird traits and see how fucked up you get from it"

i'd recommend this method because you can't complain about whatever weird shit you get if you're basically given a Whose Name Is It Anyway prompt for a character sheet and have to roll with it.
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>>53281886
Thanks for the tips. I've never run Maid before, what happens if the Master is taken out of the picture ( for example, if the Master was kidnapped and the players decided not to do anything about it)?
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For combat, you could use Strike!'s tactical combat module. It was made for people loving crunchy combat, but not loving realism/simulationism.
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>>53286464

If they don't care about the master? Then you don't have a game. Emphasis this as much as you want. Maybe your captain is the only one who know were a secret treasure us buried, or something.

The master should never participate in fight, and if (or more likely when) he gets kidnap, everything should be instantly dropped and the #1 goal is to bring him back no maters what.
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>>53286880
You make it sound like Buggy would be the perfect captain for this.
Thread posts: 11
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