Black Flag: Pirates of the Caribbean

Role-Playing adventure on the REAL Seven Seas! For hundreds of years, the glamorized tales of pirates & swashbucklers have entertained fiction readers & fantasy gamers alike. Now, Avalanche Press takes your d20 System campaign to a new century of adventuring & discovery by bringing you the quintessential guidebook to role-playing Pirates & Privateers in the Caribbean of the 18th Century. Loaded for bear with historical information on life at sea, the political division of the New World, & the Atlantic Economy as well as the cargoes they stole & the colorful characters such as Mary Read & Anne Bonny that made pirates the legends they are. BLACK FLAGS: PIRACY IN THE CARIBBEAN includes 5 new character classes, 3 character class templates & 4 new prestige classes. It also features a host of new feats & skills, rules for ship-to-ship combat & a re-evaluation of firearms combat reflective of the period.
 

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This is not a playtest review.

Avalanche Press' "Black Flags" is an historical sourcebook for running an 18th-century campaign setting for pirates and privateers in the Caribbean.

Price: $16.95
Page Count: 64
Price per page: About 27 cents per page, fairly expensive.

Format: Softcover

External Artwork: Well, any of you who have bought Avalanche Press products before know that the artwork is closer to soft porn than roleplaying in thematic content, though there is a lame attempt to justify the picture within the module. With such excellent quality, its a shame they don't use the art to better represent the contents.

Additional Page Use: The back page features a decent picture of a pirate's treasure chest on a beach, and a brief overview of the module. The inside covers are both blank. The first three pages contain a mono copy of the cover, a small bit of OGC info, and contents. The last page has the OGL.

Internal Artwork: The art is 18th-century-style people and items. It is poor, but minimal in amount and size on the page.

Maps: There are several very basic maps of the islands and lands where piracy was common in the eighteenth century. There is no scale stated on any of the maps.

Page Layout: As usual with Avalanche products, the text density and margins are average and there is not too much white space, but the border round the sidebars (a shell design) takes up a lot of space. Chapter headings and titles are not well presented.

Writing Style: Half of the book is essentially a well-written and entertaining history of piracy in the Caribbean in the early 18th century. This engaging style flounders a bit when it comes to the rules sections. There are not many editing mistakes, but of those few, some are pretty bad (an incorrect title at one stage).

Whats Inside:

Part 1: The Caribbean In The Early 18th Century, gives a brief historical background, before explaining the political role of each of the major European powers in the Caribbean, with a particular focus on piracy. The main hooks here is the unspoken war between Spain and the other European powers - England, France, The Netherlands and Denmark. Spain is rich and vulnerable. The others have a wealth of ex-seamen, unemployed after the War of the Spanish Succession ended in 1713. Many of these seamen have taken to piracy for a living, particularly the English. There then follows a discussion of the various products that make the Caribbean such a rich area for pirates - silver and gold, silks and spices, sugar and rum, and agricultural products (such as tobacco and indigo). The issue of slavery has a very interesting section - reinforcing one's perception of the horror of the conditions but adding some detail (diet - rice only, hidden communities of escaped slaves whose culture is mixed with the native peoples of the Caribbean, and white slaves from convict ships which are free to slave owners and therefore more expendable than black slaves) which I personally had not known about before. The section ends with some information on faith, and deals mainly with the influence of the anti-Protestant Jesuits.

Part 2: All The Ships At Sea, looks at life aboard ship in the Caribbean. Four types of ship are first discussed - galleons, ships of the line, frigates and merchant vessels. The manufacture, maintenance and navigation of these ships is also discussed. The crew is then covered, with information on officers, able-bodied seamen (sailors), slaves, marines (soldiers kept aboard to suppress mutiny on warships), ship's boys, cook, gunner and armorer, surgeon, carpenter, purser (corrupt financial shipping agent), and sailing master (navigator). Gunnery (cannons) are covered next, with sections on cannon size, loading, firing, types of shot, and boarding (with the use of swivel guns which fire grapeshot). Firearms and blades are then discussed before ending with a section on food and rations aboard ship (including hauling turtles aboard for livestock).

Part 3: A Pirate's Life For Me, looks at pirates and how they lived. How pirates become pirates, why most pirates are English, and the role of the ship's captain in piracy are first discussed. The issue of class in relation to piracy, 'recruiting', and pirate officers and crews are also covered, including a sidebar on pirate oaths. The life of a pirate is broken down into such issues as written agreements about teasure sharing, types of ships preferred (fast), combat, plunder, food, slavery, and pirate havens, with a sidebar on clothing. Legalized piracy (privateering) is discussed next, where the government licensed pirates to attack enemy shipping during wartime (called a 'letter of marque'). Other issues discussed in this section include black flags (including the Jolly Roger), atrocities committed by pirates (including sewing a victim into a bag with a pig and throwing him overboard - the pig attacks the victim whilst they both drown), and punishment (usually hanging). The section concludes with some examples of female pirates, and a note on prostitution in ports.

Part 4: Character Classes, offers new classes to replace standard D&D classes for a Black Flags campaign. The classes are merchant, noble, priest, sailor, and soldier. There are also classes called class templates (escaped slave, carpenter, cook and officer) which are a little similar to NPC classes in comparative power to the PC classes, but are meant to be used as multiclass options to add a profession to an already existing class - the class template still takes up a class level and there are restrictions as to which classes class templates can be used to multiclass with. The section ends with some prestige classes - captain, cardinal, navigator, and physician.

Part 5: Outfitting The Character, looks at equipment suitable for this era, as well as Feats and Skills. The section begins with a large sidebar regarding alignment which discusses the ease and logic with which alignment can be dropped in a Black Flags setting, and advises doing this (there is no magic 'per se' to complicate this). New Feats follow, including Amputate, Firearms Proficiency, and Improvised Weapon Proficiency. It also adds a new feat type: Panache, which is covered later in the book. New skills include bribe, navigation, and piloting. Types of equipment (musket, cutlass, borading pike, compass, cannonballs, powder horn, etc.) and ships (merchant brig, sloop, Indiaman, etc.) are briefly introduced and statistics given.

Part 6: Setting Sail, looks at ship-to-ship combat, firearms, and swashbuckling. Rules for grievous damage from firearms, gangrene, misfire and accuracy of firearms, and reloading are give, These are followed by rules details for cannon - size, damage, types of shot, rate of fire, and breech burst (your own cannon exploding). Ships' AC/Damage Resistance is also covered. The section ends with the Panache system, which introduces some swashbuckling rules - Panache is an ability, a points system to add flair to actions, at a penalty (a bit like Force Points in Star Wars), and a feat type (where certain feats can be temporarily bought with Panache points to achieve a swashbuckling action).

The High Points: I found the first half of the book a fascinating insight into piracy, with plenty of detail in each section to add flavour to any pirate-based campaign. The style was intelligent yet down-to-earth, and the setting itself seems to have plenty of potential for adventures, political maneuvering, and swashbuckling.

The Low Points: But it all fell sadly apart in the second half of the book. The PC Classes were just plain boring and under-powered: Merchant (with the ability to Haggle and bribe being their most powerful aspect), Noble (with the facility to gain paramours and favours). This theme goes on. The badly flawed Class Template system, where you effectively add on NPC classes at the cost of a PC class level, is ludicrous on a system level (though it possesses a certain internal logic). The Prestige Classes are similarly flawed. I found the firearms combat rules too realistic and against the concept of d20, which is to keep the rules simple and playable. The Panache system, though the concept of swashbuckling actions is a pervasive one, seems complex and unbalanced - its not a set of rules that was appealing to me, and would have been more easily solved by a single feat, or set of feats to represent swashbuckling actions. The lack of an adventure added to my disappointment and my suspicion that the major rules changes and complex systems would be hard to implement with no significant return.

Conclusion: Like some of Avalanche's previous offerings, this sourcebook provides some sound and interesting historical background, with detail and ideas that can be plucked for use in another campaign. Also like some of Avalanche's previous offerings, the rules sections are clunky, unbalanced, overly-complex and make a lot of unnecessary hard work for a GM. Where previous product was somewhat saved was an adventure with an interesting storyline, expounding the historical information in the rest of the sourcebook. Black Flags lacks this feature and suffers all the more for it. For me, though the first half was very interesting, it was only half a book, and an expensive one at that.
 

I found the firearms combat rules too realistic and against the concept of d20, which is to keep the rules simple and playable.

What's wrong with being realistic? I'd rather not have flintlock or matchlock firearms that reload in less than six seconds, and I find the G.B.H. table useful.
 

"The PC Classes were just plain boring and under-powered"

There is definitely a strong slant in many of the d20 reviews towards favoring the cartoonish aspects of D&D at the expense of the historical or truly thematic. This is a supplement which provides an historical background with realistic characters and abilities (no hafling cabin-boy npcs). I guarantee you that they would not be boring or under-powered in any game that I run (but they wouldn't be fighting seagoing elves either). And I think the combat and Panache systems are the most interesting in the book. I do agree, however, that the book seems to be only half there, and that there is much more that could have been added.
 

By Steve Creech, Exec. Chairman, d20 Magazine Rack

This review is for Black Flag: Piracy in the Caribbean by Avalanche Press. This is a 64-page supplement that uses historical material and references to give players a high seas flavor that is designed to be more historically accurate than other d20 seafaring books available. It retails for $16.95.

The first three chapters give a historical accounting of life in 18th century Caribbean waters. From discussions of the economy of gold and silver, to the cultural issues of slavery, to the prevalent attitudes towards religion, you get a fairly reasonable understanding of what really went on during this time (and it certainly wasn’t Errol Flynn style swashbuckling). A basic course in sailing and shipboard life is also covered fairly effectively.

Much ado has been made about Avalanche’s choice of covers for this particular book. While they are consistent with their presentation style (primarily fantasy women with exposed skin), this particular cover does symbolize the historical elements of the period. Fact: High leather boots were worn by some ship captains. Fact: Sailors often wore their clothes until they were nothing more than rags since they did tend to own only a single set of clothes. Fact: Sailors often wore few clothes when sailing on the open seas, preferring to go shirtless and barefoot. Fact: The choice of weapons was indeed musket pistol and rapier. Fact: Although extremely rare, there are records of women becoming pirates, even captains, and were sometimes more bloodthirsty than their male counterparts. When all of this information is considered, the controversial cover should be seen in a new light. However, I do agree with one criticism; I sincerely doubt the female pirate captains of the 18th century were a size 2 with 36-38D’s who wore four-inch heels. Perhaps growing up admiring the fantasy art of Frank Frazetta, Boris Vallejo, Michael Whelan, and others give me a jaded perspective, but I’ve never really felt that this particular style of art was ever intentionally meant to be offensive to women. Rather, it stems from the fantasy and science fiction stories of the 30’s through the 60’s that ingrained the images of the damsel in distress or the Amazon warrior who could wage war better than any man. The art emphasizes the “fantasy” aspect of the story. As a final word on this subject, I have to wonder if there would be as much criticism and outcry if the model on the cover of Black Flags were male instead.

The last three chapters (4-6) delve into the fantasy gaming aspects and mechanics. All of the information in these chapters has been declared Open Content and present a more realistic slant to seafaring. For starters, the only acceptable standard character class from the Player’s Handbook is the rogue. New classes that fill the voids are: Merchant, Noble, Priest, Sailor, and Soldier (who are treated like fighters). In addition, Class Templates have been developed to add more flavor to your character. These are: Escaped Slave, Carpenter, Cook, and Officer. Four new prestige classes round thing s out with Captain, Cardinal, Navigator, and Physician.

The ever-tricky question of alignment is redefined for this setting. Avalanche’s first suggestion is to drop it all together. Having said that, their second suggestion is to keep it but remember that character class and profession are not tied to alignment. It’s the character’s actions that determine what his alignment may be. Nine new feats, three new skills and a revised equipment list finish out everything needed to create a character for this setting.

The final chapter addresses new rules for the period setting. Rules on grievous body harm, gangrene, firearms, cannons, and ship AC/damage resistance are laid out. While this chapter is by far the weakest in the book, it does have a new method of adding flair and swashbuckling (ala Hollywood pirate movies) to the setting through a system called panache. Every character gains the panache ability at first level and builds this up as they progress in levels. Attempts at performing a wild stunt use panache to determine its success. All in all, rather interesting.

In conclusion, Black Flag: Piracy in the Caribbean is a decent resource if you are running a very low or no magic campaign and want to add a naval flavor. However, you will need an additional sourcebook for naval ship rules since they are pretty much non-existent here. This book has some useful information, but I wouldn’t pay full price unless you really wanted it. Wait for a clearance or shop for it online if you can.

To see the graded evaluation of this product, go to The Critic's Corner at www.d20zines.com.
 

Please: more review, less justification/discussion of cover. Do the feats look balanced? Are the rules clear? Are the new skills really necessary or should they have been wrapped into the existing Profession/Craft/Knowledge system? Do the chapters on shipboard life contain useful information? Is there any discussion of magic? Would the new classes be usable in a standard D&D campaign? There's so much left unanswered here.

J
 

Start with the cover. This is absolutely gorgeous. I picked it up and wanted to see more.

Inside it's not the same. A lot of great black and white line art, some new, some period it looks like.

First half is the history of piracy's golden age. Thius is great reading, well-written and just packed with information. I would love toplay in a campaign in this setting. Everything you need to know about REAL pirates - how they lived, how they fought, why they didn't put rum in bottles, how they got rid of their loot, what sort of loot they captured. Their enemies - the Spanish navy. Female pirates, and the real story behind them.

Role-playing just gets more intense when you know it's for real. The rules are greathere: gangrene, grievous bodily harm, and panache. Panache feats are things you do "for show" that give you special extra bonus feats. But you have to keep doing better and better ones to get more panache. And if you do things that are too easy, you loose panache. I like this.

New classes: Jesuit priests, nobles, and all sorts of nauticaltypes. Even the cook.

It needed something about talking parrots. That's about all that's missing. Add some ship rules, and this is a great setting.
 

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