Skull & Bones: Your Experiences?

Thanks for all the answers so far!

you could swap out either class system if you wanted. I used d20 Modern classes in my game, and converted the S&B classes into Advanced Classes

What base classes are used in S&B?
 

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GlassJaw said:
What base classes are used in S&B?

There are notes on how to adapt the basic PHB classes (including talk about which ones are unsuitable, and why), and then it goes on to give you several new base classes: Buccaneer (an outlaw of the coves and beaches), Sea Dog (a sailor class), Shantyman (similar to the Bard), Bokor (voodoo practitioners who have stolen power from the Loa and made pacts with Djab) and Hougan (voodoo practitioners who are the equivalent of priests).
 

I bought Skull & Bones after downloading the free preview material here:

http://www.greenronin.com/catalog/grr1018

The free adventure Island of the Damned was what hooked me. It's a good adventure with a great one-liner about never trusting a talking monkey. The maps of the Caribbean Islands are cool, too. I ran it as a Pirate D&D game using PHB classes with no "flashy" magic and firearms rules mainly from the DMG. I ended up with just fighters/rogues in the game after the cleric bit the dust (that player didn't show again).

Unfortunately, a long-time firend who was the primary player for the game moved away last summer. This development killed the game, and, combined with a New Year's need to convert my game lair into a nursery, persuades me to sell my copy of Skull & Bones. Let me know if you're interested in buying it for half the cover price. You can send me an email at edschurger AT yahoo DOT com.
 

I too would recommend S & B to anyone! I'm currently playing another campaign but did enjoy the S & B campaign I ran. I think a combo of Grim Tales & Skulls magic would be great- maybe using Grim mechanics & getting spells the Skulls & Bones method adding in taint/ sanity rules to spice it up another notch! It almost makes me want to play again!!!! Thanks Maester Luwin
 

GMSkarka said:
You're partially correct. Corsair is the ship rules from S&B, plus the advanced ship rules which we published in our S&B support ezine, Buccaneers & Bokor, plus some additional material that hasn't appeared before (new ship types, notes on running the system in earlier/later historical periods and fantasy settings, some deckplans, etc.).

Where can I get my hands on a copy of this ezine?
 


As one of the playtesters I can state that GMSkarka did a fantastic job in the final version. We did find parts of the rules to be clunky but they were cleared up quick smart.

We ran a true to theme game based on the old Erol Flyn pirate movies with a little of my twisted imagination included.

You can't go wrong with purchasing it, even if to steal ideas.

D
 

After reading the online reviews and perusing the book at my FLGS, I am quite interested in having my group try out a Skull & Bones game. Adding to this interest is my current addiction to the new Pirates! video game - it's awesome by the way. What's funny is that there are others in my gaming group also playing it, so I know there is interest in an RPG version of a pirates genre game.
 

New question - especially for barsoomcore and the people involved in the Skull & Bones project. Can you recommend any good resources for historical information on pirates?
 

Insight said:
New question - especially for barsoomcore and the people involved in the Skull & Bones project. Can you recommend any good resources for historical information on pirates?

I'd love to be able to give you a short answer on this, but, no joke, the shelf in my office devoted to Age of Piracy research currently houses 38 books. :D

Here are three good places to start, though:

Under the Black Flag: The Romance and the Reality of Life among the Pirates by David Cordingly

The History of Pirates by Angus Kongstam

and

Pirates!: Brigands, Buccaneers, and Privateers in Fact, Fiction, and Legend by Jan Rogozinski.

You can't go wrong with either one.
 

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