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Pirates of the Spanish Main RPG
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<blockquote data-quote="Gothmog" data-source="post: 3514168" data-attributes="member: 317"><p>I bought Pirates yesterday, and I'm really impressed with what I've read so far. Its a self-contained game using the Savage Worlds system, so you don't even need the SW book.</p><p></p><p>In addition to the standard SW rules, there are sections for ship-to-ship combat that are the best I've seen in a game and quick to resolve, sections for randomly determining the types of goods on a ship, edges and hinderances for crews and ships that make them distinctive, a big section on the Age of Piracy including cultural attitudes and how legal conflicts are resolved between various nations in the Mediterranean, a comprehensive section on shipborne hazards (storms, cabin fever, etc), and the Gazeteer of the Pirates world, going into depth on many of the locations and islands along with adventure ideas ranging from courtly politics, to trade, to exploring ancient ruins. Like most of the SW stuff, there are horror undertones and rumors of dark creatures in the deeps. There are NOT rules in the book for magic casters, but it would be extremely easy to slot in bokkors, Christian missionaries, etc using the SW powers system.</p><p></p><p>I really like Skull & Bones (its one of the top 3 books GR ever put out), but I find myself even more partial to Pirates of the Spanish Main. The SW system is more free-flowing and quick than D20, which IMO better captures the spirit of swashbuckling adventure. Even if you loot the book for ideas in your D20 game, you won't be disappointed- buy it!</p></blockquote><p></p>
[QUOTE="Gothmog, post: 3514168, member: 317"] I bought Pirates yesterday, and I'm really impressed with what I've read so far. Its a self-contained game using the Savage Worlds system, so you don't even need the SW book. In addition to the standard SW rules, there are sections for ship-to-ship combat that are the best I've seen in a game and quick to resolve, sections for randomly determining the types of goods on a ship, edges and hinderances for crews and ships that make them distinctive, a big section on the Age of Piracy including cultural attitudes and how legal conflicts are resolved between various nations in the Mediterranean, a comprehensive section on shipborne hazards (storms, cabin fever, etc), and the Gazeteer of the Pirates world, going into depth on many of the locations and islands along with adventure ideas ranging from courtly politics, to trade, to exploring ancient ruins. Like most of the SW stuff, there are horror undertones and rumors of dark creatures in the deeps. There are NOT rules in the book for magic casters, but it would be extremely easy to slot in bokkors, Christian missionaries, etc using the SW powers system. I really like Skull & Bones (its one of the top 3 books GR ever put out), but I find myself even more partial to Pirates of the Spanish Main. The SW system is more free-flowing and quick than D20, which IMO better captures the spirit of swashbuckling adventure. Even if you loot the book for ideas in your D20 game, you won't be disappointed- buy it! [/QUOTE]
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