Im doing a carribbean pirate game in the tradition of sid meiers pirates. In THAT game, you would buy pieces of treasure maps in taverns, and when you had all four you could see on the map where in the gameworld you should travel to find the tresure: you went there and got the treasure.
Each "rival pirate" (there were 9) could be fought and defeated and also had a treasure you could find with the above method (defeating them and finding their treasure was independant from each other.
Any ideas on how to mix this up for my game?
I want famous pirates (10-12) rooming the world that you can defeat, and maybe their buried treasure should be linked to defeating them instead of buying map pieces? Another idea is to have rumour you buy from tavern reveal different things about a treasure location, such as:
1. close to which port (eg. "close to Port Royale")
2. direction relative to that port (eg. "south-west of it")
3. Distance from that port (eg. "12 leagues from it")
Im using a simple 2d travel map as game world (satellite photo) of the carribbean which the players traverses. It's more fun gameplay to link together evidence such as those 3 above than to collect 4 map pieces and then place a marker "treasure is here" on the travel map (that feels to direct and guided).
Once you have the idea of more or less where it is, you approch the beach there. If its close enough your crew finds the treasure. If not you just leave the beach. Sp you CAN find it without the 3rd piece of information but it might be harder.
Or to get info about the treasure not before you defeat the pirate in question? (As a payment for not killing him?) Or tavernfolk only start to reveal info about the treasure after the pirate owning the treasure is defeated (since they are scared of him killing them)