TEXT: Parley
  Parley
  Parley   
  Plunder
  Plunder
  Plunder   
  &&&   
  YOU ARE THE CREW OF THE PIRATE FRIGATE DAUNTLESS, bearing an English letter of 
  Marque.  Your mission is to sail the Caribbean Sea, plunder ships of enemy nations, and maintain the crew.  
  CAPTAIN MAYNARD was  injured in your last battle and is unconscious in his quarters, leaving you to fend 
  for yourselves. No matter your role, you have the most experience, so the rest of the crew look up to you. 
  PLAYERS: CREATE CHARACTERS 
  Choose a style for your character: Adventurous, 
  Dedicated, Grizzled, Naive, Tactical, Roguish, Savvy 
  Choose a role: Carpenter, Cook, Helmsman, Officer, 
  Gunner, Navigator,  Rigger, or Swabbie 
  Choose your number, from 2 to 5.  A high number 
  means you’re better at PARLEY (negotiation, 
  navigation, combat strategy).  A low number 
  means 
  you’re 
  better 
  at 
  PLUNDER 
  (swordsmanship, feats of strength, looting) 
  Give your pirate a thematic 18th century name, 
  like Thaddeus Thompson 
  You have: the clothes on your back (including a cool 
  hat or bandana), standard-issue cutlass, flintlock 
  pistol (short range, one shot per reload) and six shots. 
  Player goal: Get your character involved in high 
  seas adventures and probably say “Arr” a lot. 
  Character goal: Choose one or create your own:  
  Become Captain, Woo in Port, Bury Your 
  Treasure, Get a Peg Leg, Plunder a Merchant Ship 
  PLAYERS: CREATE THE SHIP 
  As a group, pick two strengths for the Dauntless: 
  Fast, Nimble, Loyal Crew, Extra Guns, Reinforced 
  Hull, Experienced Medic, Durable Sails. 
  Also, pick one problem: Noisy (squeaky planks 
  and humming rudder), Short on Ammo (both 
  cannon balls and crew’s pistol ammo), 
  Infamous (merchant ships know it on sight), 
  Inferior Cannons (bad at long range) 
  ROLLING THE DICE 
  When you do something risky, roll 1d6 to find out 
  how it goes. Roll +1d if you’re prepared and +1d if 
  you’re an expert (The GM will tell you how many 
  dice to roll based on your character and the 
  situation). Roll your dice and compare each die 
  result to your number. 
  If you’re using Parley (tactics, charm) you 
  want to roll under your number. 
  If you’re using Plunder (fighting, tenacity) 
  you want to roll over your number. 
  If none of your dice succeed, it goes wrong. 
  The GM says how things get worse somehow. 
  If one die succeeds, you barely manage it. The 
  GM inflicts a complication, harm, or cost. 
  If two dice succeed, you do it well.  Yarr! 
  If three dice succeed, you get a critical success. 
  The GM tells you some extra effect you get. 
  If you roll your number exactly, you Shiver Me 
  Timbers! You get special insight into what’s 
  going on. Ask the GM a question and they’ll 
  answer you honestly. Some good questions: 
  Do they have answers? Who’s behind this? What’s the 
  best way to ____? What’s really going on?  
  You can change your action if you want to, then roll 
  again. 
  HELPING: If you want to help someone else when 
  they roll, say how you try to help and make a roll. If 
  you succeed, give them +1d. 
  1. 
  2. 
  3. 
   
  4. 
  0 
   
  1 
   2 
  3 
   
  ! 
  A THREAT... 
  1. The Dutch 
  4. Rival pirate 
  2. The French 
  5. Bounty hunter 
  3. The Spanish 
  6. Evil twin 
  WANTS TO... 
  1. Destroy/kill 
  4. Fortify 
  2. Kidnap/steal 
  5. Control 
  3. Purchase 
  6. Manipulate 
  THE... 
  1. Governor of Bermuda 4. Island of Tortuga 
  2. Sugar Trade 
  5. Treaty of Utrecht 
  3. Treasure Fleet 
  6. Shipbuilding Industry 
  WHICH WILL... 
  1. Eliminate piracy in 
  the Caribbean 
  4. Uncover a spy on the 
  ship 
  2. Bankrupt the British 
  Government 
  5. Spawn famine in the 
  New World 
  3. Give area control to 
  the Spanish 
  6. Trigger world peace 
  GM: CREATE A PIRATICAL ADVENTURE 
  Roll or choose on the tables below: 
  GM: RUN THE GAME 
  Find out how they defeat the threat. Introduce the threat by showing 
  evidence of its recent badness. Before a threat does something to the 
  characters, show signs that it’s about to happen, then ask what they do. 
  “The merchant ship is running out their long guns, ready for a fight. What do 
  you do?” “The tavern wench throws mead on your face. What do you do?” 
  Call for a roll when the situation is uncertain. Don’t pre-plan outcomes-let the 
  chips fall where they may. Use failures to push the action forward. The 
  situation always changes after a roll, for good or ill. Ask questions and build on 
  answers. “Have any of you been to Tortuga before? When? What happened?” 
  PARLEY & PLUNDER is a 
  hack 
  of 
  LASERS 
  & 
  FEELINGS! 
  LASERS & FEELINGS was 
  written by John Harper, 
  whose name sounds piratey.  
  oneseven@gmail.com 
  onesevendesign.com 
   
  Like its forefather before it, 
  this game is licensed under 
  C C  
  B Y - N C - S A  
  4 . 0 
  International License: 
  http://creativecommons.org/
  licenses/by-nc-sa/4.0/sa/4.0/ 
   
  This is usually where the 
  author of this hack would 
  put a byline or something. 
  Enjoy this spyglass instead. 
  
SOURCE: textdata/thevault/Collections/Kid Friendly/3. Rules Lite Collection/Lasers & Feelings Hacks/Parley and plunder.pdf