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<blockquote data-quote="Donatello" data-source="post: 169573" data-attributes="member: 987"><p>I know I'm somewhat biased, being the publisher of Broadsides and all, but let me put in my two cents.</p><p></p><p>You're mentioning low magic, true-to-history style game play as well as underwater rules. Broadsides has both, and while Seafarer's Handbook handles the underwater rules a bit differently and probably more character-friendly, Broadsides beats the other two books for ships and sailing rules hands down. Our tactical rules are as true-to-life as one can get, most of the ships are taken right out of history, we accomodate cannon and other more "modern" elements of play, and we even have a quick resolution system for determining the relative success/failure of a given voyage.</p><p></p><p>As drmuncheon said, Seas of Blood does focus a lot on the ships and such, but I just think we do it better. Not to mention, almost none of their ships ever existed and are completely unrealistic. Their system also has structural points, which are a somewhat messy convention from 2e that are simply unnecessary. Their conversions are a touch sloppy as well, and catapults will do more damage to a ship than a fireball (but do not extra damage versus people).</p><p></p><p>I know we've gotten some complaints about the lack of deck plans in Broadsides, but fear not - we are soon going to have full plans for all 39 of our ships available for download from our website. LI also submitted an article for Gaming Fronteirs #3 about running a naval-intensive campaign, complete with economic rules, wandering encounter tables, and solid DM advice for setting your campaign up.</p><p></p><p>Contrary to rumor, the systems in Broadsides are 100% compatible with any other campaign setting, and very little of the book actually requires Twin Crowns (some new rituals, some encounters, and some NPC's).</p><p></p><p>If you're going to focus more on an oceanic, under-the-sea sort of campaign, then Seafarer's is the way to go as that was their true focus, but for a naval-intensive, shipboard campaign, I think Broadsides is better suited.</p></blockquote><p></p>
[QUOTE="Donatello, post: 169573, member: 987"] I know I'm somewhat biased, being the publisher of Broadsides and all, but let me put in my two cents. You're mentioning low magic, true-to-history style game play as well as underwater rules. Broadsides has both, and while Seafarer's Handbook handles the underwater rules a bit differently and probably more character-friendly, Broadsides beats the other two books for ships and sailing rules hands down. Our tactical rules are as true-to-life as one can get, most of the ships are taken right out of history, we accomodate cannon and other more "modern" elements of play, and we even have a quick resolution system for determining the relative success/failure of a given voyage. As drmuncheon said, Seas of Blood does focus a lot on the ships and such, but I just think we do it better. Not to mention, almost none of their ships ever existed and are completely unrealistic. Their system also has structural points, which are a somewhat messy convention from 2e that are simply unnecessary. Their conversions are a touch sloppy as well, and catapults will do more damage to a ship than a fireball (but do not extra damage versus people). I know we've gotten some complaints about the lack of deck plans in Broadsides, but fear not - we are soon going to have full plans for all 39 of our ships available for download from our website. LI also submitted an article for Gaming Fronteirs #3 about running a naval-intensive campaign, complete with economic rules, wandering encounter tables, and solid DM advice for setting your campaign up. Contrary to rumor, the systems in Broadsides are 100% compatible with any other campaign setting, and very little of the book actually requires Twin Crowns (some new rituals, some encounters, and some NPC's). If you're going to focus more on an oceanic, under-the-sea sort of campaign, then Seafarer's is the way to go as that was their true focus, but for a naval-intensive, shipboard campaign, I think Broadsides is better suited. [/QUOTE]
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