Calico_Jack73
First Post
No thoughts on it...
Green Ronin pretty much hit "Pirates of the Carribbean" on the head with their Skull & Bones supplement and I've used it for any pirates games ever since. They stick to d20 but add a few new systems that make sense for the setting such as "Sway" to get a measure over how loyal the crew is to the captain of a ship. I love the PrCs that are structured around the different fencing styles of the age. Because the game makes use of "Cannon Fodder" aka "Mooks" the game flows very cinematically. The magic classes (Bokor and Hougan) are based on Voodoo and is a great deal weaker than your typical D&D wizardry but then again for the setting it makes sense. I highly reccomend it and would also suggest getting their Bucaneers and Bocors E-Zine over at RPGNow.com.
http://www.greenronin.com/catalog/grr1018
Green Ronin pretty much hit "Pirates of the Carribbean" on the head with their Skull & Bones supplement and I've used it for any pirates games ever since. They stick to d20 but add a few new systems that make sense for the setting such as "Sway" to get a measure over how loyal the crew is to the captain of a ship. I love the PrCs that are structured around the different fencing styles of the age. Because the game makes use of "Cannon Fodder" aka "Mooks" the game flows very cinematically. The magic classes (Bokor and Hougan) are based on Voodoo and is a great deal weaker than your typical D&D wizardry but then again for the setting it makes sense. I highly reccomend it and would also suggest getting their Bucaneers and Bocors E-Zine over at RPGNow.com.
http://www.greenronin.com/catalog/grr1018