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D20 Pirates!
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<blockquote data-quote="CarlZog" data-source="post: 1765541" data-attributes="member: 11716"><p><strong>Skull and Bones</strong> is my pick for best d20 pirate book. Rooted in historical Caribbean setting, it avoids most fantasy influences, but still allows for some magic in the form of voodoo, and a few monsters from the deep. Good naval rules.</p><p> </p><p>Living Imagination's <strong>Pirates!</strong> has some good NPCs, but is more heavy on the fantasy side, and includes several features specifically intended to complement LI's other products. <strong>Broadsides!</strong>, by the same company, is an excellent set of naval adventuring rules.</p><p> </p><p><strong>Swashbuckling Adventures </strong>and its non-d20 ascendent, <strong>7th Sea</strong>, can be used for pirate games to great effect, but the crux of the games, to me, always seemed more grounded in the Three Musketeers than in Captain Blood. Swashbuckling Adventures is rife with prestige classes, most of which are designed to mesh with the games' Theah setting. Ship-to-ship combat is all but ignored in SA.</p><p> </p><p>There have been several other naval/pirate supplements for d20 fantasy that I haven't seen and whose names escape me. </p><p> </p><p>And then on the older side of the coin is FGU's Privateers and Gentlemen.</p></blockquote><p></p>
[QUOTE="CarlZog, post: 1765541, member: 11716"] [b]Skull and Bones[/b] is my pick for best d20 pirate book. Rooted in historical Caribbean setting, it avoids most fantasy influences, but still allows for some magic in the form of voodoo, and a few monsters from the deep. Good naval rules. Living Imagination's [b]Pirates![/b] has some good NPCs, but is more heavy on the fantasy side, and includes several features specifically intended to complement LI's other products. [b]Broadsides![/b], by the same company, is an excellent set of naval adventuring rules. [b]Swashbuckling Adventures [/b]and its non-d20 ascendent, [b]7th Sea[/b], can be used for pirate games to great effect, but the crux of the games, to me, always seemed more grounded in the Three Musketeers than in Captain Blood. Swashbuckling Adventures is rife with prestige classes, most of which are designed to mesh with the games' Theah setting. Ship-to-ship combat is all but ignored in SA. There have been several other naval/pirate supplements for d20 fantasy that I haven't seen and whose names escape me. And then on the older side of the coin is FGU's Privateers and Gentlemen. [/QUOTE]
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