Donatello
Explorer
Broadsides! is indeed generic fantasy. Twin Crowns is our campaign setting, which uses an abbreviated version of the naval system that appears in Broadsides.
As for what sets our book apart, I really can't say because I haven't seen Seas of Blood or Seafarer's yet (my local gaming shop is notoriously slow on getting non-WotC releases).
I know our focus was on providing as many rules to govern as many situations as we could possibly think of. We wanted to be able to encompass the complete nautical campign; underwater adventuring, tactical naval combat, a complete system for determining the overall success or failure of a sea voyage in only a few die-rolls or as complicated as the DM wants to get, feats for nautically oriented characters, 6 prestige classes (Sea Captain, Harpooneer, Marine, Surgeon, Oceanic Sentinel, Privateer), new spells, new rituals (for use with the ritual system detailed in Twin Crowns, and that will also be released in an upcoming Magic supplement), new magic items, sample encounters, a rogue's gallery, and much more.
We didn't focus the book on the ship, because players don't play ships... they play characters. We set out to make a book about playing D&D on ships and on the ocean... not how to make ships viable in D&D. Of course, our tactical system has a much more "Battletech" feel to it, but some DM's really enjoy that sort of thing, and we busted our humps to get as realistic as we could. I think one of our designers, Harald Henning, can actually pilot a 17th century galleon after all the research he's done...
Anyway, if you have any more questions, feel free to email me or post them on Living Imagination's forum.
- John Faugno
As for what sets our book apart, I really can't say because I haven't seen Seas of Blood or Seafarer's yet (my local gaming shop is notoriously slow on getting non-WotC releases).
I know our focus was on providing as many rules to govern as many situations as we could possibly think of. We wanted to be able to encompass the complete nautical campign; underwater adventuring, tactical naval combat, a complete system for determining the overall success or failure of a sea voyage in only a few die-rolls or as complicated as the DM wants to get, feats for nautically oriented characters, 6 prestige classes (Sea Captain, Harpooneer, Marine, Surgeon, Oceanic Sentinel, Privateer), new spells, new rituals (for use with the ritual system detailed in Twin Crowns, and that will also be released in an upcoming Magic supplement), new magic items, sample encounters, a rogue's gallery, and much more.
We didn't focus the book on the ship, because players don't play ships... they play characters. We set out to make a book about playing D&D on ships and on the ocean... not how to make ships viable in D&D. Of course, our tactical system has a much more "Battletech" feel to it, but some DM's really enjoy that sort of thing, and we busted our humps to get as realistic as we could. I think one of our designers, Harald Henning, can actually pilot a 17th century galleon after all the research he's done...
Anyway, if you have any more questions, feel free to email me or post them on Living Imagination's forum.
- John Faugno