Swashbuckling, pirate campaign -- please help

Banshee16 said:
If I've already got Skull & Bones is there enough new stuff in Corsair to justify purchasing it?

I think so. :D

Seriously, though:

The original material only makes up 37 of the 67 pages. There's a bunch more new stuff: New ship types, Advanced rules (including repairs, modifications, recruitment and the new Legendary Vessel NPC class for ships, Ship Feats and Ship Templates), a section on using the rules for earlier or later historical periods or fantasy settings, and full-color deckplans for a Brigantine, gridded for combat.
 

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Rich, I second the suggestion to mix up SA and S&B.

I'm using SA to represent some of the European character classes and features, while S&B provides the bulk of the rules and classes. For example, one PC in the campaign is using the Noble class from SA (slightly modified) to play the black sheep of a well-to-do French family who eventually sent him to learn the family's business affairs in Martinique -- where he fell in leaque with pirates.

For the immediate future, I envision all the action to be centered in the Caribbean, but if the campaign lasts long enough, I can envision the PCs crossing the Atlantic to partake in adventures "back home." SA will be a big help, then.


Banshee16 said:
If I've already got Skull & Bones is there enough new stuff in Corsair to justify purchasing it?

It depends on what kind of S&B campaign you're running. If your S&B campaign is involving a lot of naval action, and you want extra ships to involve in it, Corsair is worth it. If you're spending most of your time on the islands, it may be as interesting.

Carl
 

Banshee16 said:
Well, you *could* combine the two. If you want "bigger, brighter than life", and voodoo, use the Swashbuckling Adventures rules for most stuff, but use the Voodoo rules from Skull & Bones. They should be interchangeable. They both use D20 spellcasting....it's just that SA uses sorcerers, whereas Voodoo is different. But in both cases, they use a combination of innate abilities, and D20 spells you can get in the PHB.....it's the mechanics of how they cast their spells or get effects etc. that differ. But it does not mean that they are incompatible.

I'd go with Skull & Bones' suggestion that metamagic type feats are no longer available. Both games have a rarity of your typical fireball, lightning bolt, disintegrate type magic, from what I remember. This also works within the setting feel.....magic should be more subtle. I agree with the post above that if your guys can breath water, fly, and throw fireballs, it's harder to make a swashbuckling game.....who's afraid of a pistol, when Shazam here has a wand of 10d6 fireballs?

Swashbuckling Adventures does have a supplement called Midnight Archipelago that has their equivalent of Voodoo in it, which does have redeeming qualities. But I like the flavour of the Voodoo from Skull & Bones better. On the other hand, the rules they've got for fencing etc. that are in Swashbuckling Adventures I find to work better. In the Skull & Bones system, when fighting unarmored, you defend yourself by parrying...but have to give up your attacks to do so. So you can defend or attack, but not both. The SA method is more simplistic, but I think it works better in a game, and makes high-lvl swashbuckling games more feasible, IMO.

The world of 7th Sea is pretty fun to play in as well.

Banshee

Combining the two books (and maybe adding the Swashbuckler from Complete Warrior and the Dread Pirate from Complete Adventurer) sounds like the way to go.

There will be voodoo practioners amongst the Kosan orc slave population -- Kosan (jungle) orcs have been shipped into the area from Nyambe to work on sugar and tobacco plantations by the greedy Old World colonials.

I have Midnight Archipelago and was planning on using some of the islands in it as adventure sites.

Cheers


Richard
 

RichGreen said:
I think the campaign will tend towards the "bigger, brighter than life" side of things, but I do want to use voodoo and Pirates of the Caribbean style ghost pirates.

What to do?

Cheers


Richard

PS Does Mongoose's Book of the Sea use the same naval combat system as Seas of Blood? Is Corsair's the same as Skull and Bones'?

Book of the Sea expands on the naval combat system in Seas of blood, but in different directions than S&B or Corsair.

Biggest changes to Seas of Blood:

Ship design rules, now if you want to add new, different and interesting ships to your game, or let the players do so there are rules for it.

Naval combat now has a 'Breach chance' essentially criticals for structural damage, countered by a Stability check. If the check fails the ship begins to sink.

Exanded encounter system.

New critters.

Different prestige classes.

There are enough differences that I am glad that I have both.

***

Most of the rules in Corsair are also in the first few issues of Bucaneers and Bokor, if you have gotten them. I use the wind rules out of Corsair, my one big beef with the rules in Book of the Sea and in Seas of Blood is that the wind has no effect on play.

The Auld Grump
 

TheAuldGrump said:
Most of the rules in Corsair are also in the first few issues of Bucaneers and Bokor, if you have gotten them. I use the wind rules out of Corsair, my one big beef with the rules in Book of the Sea and in Seas of Blood is that the wind has no effect on play.

The Auld Grump

Is Buccaneers & Bokor worth getting?

Cheers


Richard
 

RichGreen said:
Is Buccaneers & Bokor worth getting?

Cheers


Richard

Well, I like it. I get it. So for me the answer is yes, and there is a package deal on the first three issues when burchased together, so it is well worth checking out.

The Auld Grump
 

TheAuldGrump said:
Well, I like it. I get it. So for me the answer is yes, and there is a package deal on the first three issues when burchased together, so it is well worth checking out.

Thanks. I'll check it out.

Cheers


Richard
 


I'm running a seafarring, though not really Pirate game right now, and I find the Mariner from Dragonlance Age of Mortals to be a good all around sailor type for such a game. It is a full core class rather than a prestige class. It seems well balanced and has performed well in our game.
 

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