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Is there a decent renaissance-era setting?
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<blockquote data-quote="aramis erak" data-source="post: 8988722" data-attributes="member: 6779310"><p>Arrowflight. Less depth than 7th sea (pun intended) but more conventional. Definitely renaissance/Age of Sail. Not sure it's still supported. I also much prefer 1e to 2e, but that's irrelevant to your needs. Plenty of prose, and good stuff.</p><p></p><p>Warhammer FRP. Unlike WFB, WFRP 1/2/4 are renaissance in tone, circa late 15th- mid 16th C German early Renaissance. Its issues are, however, that it's an intentionally humorous take, and that WFB is really more like early 14th C with 19th for the dwarves. Plus, the setting is buried in supplements and adventures.</p><p></p><p>The ones I like better, however, are all using mechanics to imply a lot of setting elements, rather than providing readable prose.</p><ul> <li data-xf-list-type="ul">Warlock - a knock-off of warhammer setting and tone wise, skills only (no atts other than HP). Similarly 15th/16th early ren.</li> <li data-xf-list-type="ul">Lace and Steel - Musketeer tech era, setting largely extrapolated from comments in the rules and especially the gear sections</li> <li data-xf-list-type="ul">Crimson Cutlass - the game's random encounter system is a large part of the setting materials. Unfortunately, Red and Conrad are "updating" all their old games... It's early colonial, which is also late Renaissance and Age of Sail.</li> </ul></blockquote><p></p>
[QUOTE="aramis erak, post: 8988722, member: 6779310"] Arrowflight. Less depth than 7th sea (pun intended) but more conventional. Definitely renaissance/Age of Sail. Not sure it's still supported. I also much prefer 1e to 2e, but that's irrelevant to your needs. Plenty of prose, and good stuff. Warhammer FRP. Unlike WFB, WFRP 1/2/4 are renaissance in tone, circa late 15th- mid 16th C German early Renaissance. Its issues are, however, that it's an intentionally humorous take, and that WFB is really more like early 14th C with 19th for the dwarves. Plus, the setting is buried in supplements and adventures. The ones I like better, however, are all using mechanics to imply a lot of setting elements, rather than providing readable prose. [LIST] [*]Warlock - a knock-off of warhammer setting and tone wise, skills only (no atts other than HP). Similarly 15th/16th early ren. [*]Lace and Steel - Musketeer tech era, setting largely extrapolated from comments in the rules and especially the gear sections [*]Crimson Cutlass - the game's random encounter system is a large part of the setting materials. Unfortunately, Red and Conrad are "updating" all their old games... It's early colonial, which is also late Renaissance and Age of Sail. [/LIST] [/QUOTE]
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