Aye matey, sure enough, the old captain will be wanting a wee critter of his own. Them's as are pet owners will be the lucky ones.Morrow said:Two of my PCs were looking for pirate prestige classes and I showed them both the Freeport Pirate and the Dread Pirate hoping to get some variety. Of course they both took a shine to the Freeport Pirate, curse their filthy hides. I think it was the animal companion that did it. No player who is seriously considering a pirate character can resist having a parrot or monkey on their shoulder.
It doesn't have anything on repartee, though.GoodKingJayIII said:I have nothing to add, except "raparte" is an awesome word.
One suggestion I can offer to add and enhance the swashbuckling feel of the game is to employ some kind of action points system. Allow them to spend points to do cool, dramatic stuff, including dramatic editing of the surroundings.
Dextolen said:I love SA, but then again I love it for the gaming world (of 7th Sea fame). I could give up D&D permenantly for that world if my players were in agreement. I don't know if it would be useful for scavenging for a D&D High Seas type campaign.
GlassJaw said:Personally, I think a low-magic setting is better suited to capture the pirate-feel. No doubt your players will conjure up pulpy images of Pirates of the Caribbean or Erol Flynn when they are making up their characters. But if it's just some pirate prestige classes in a traditional fantasy world, it will be difficult to capture that feel.
Part of the fun of a pirate campaign is that nature (the sea) is always against you. Ship-to-ship fighting is also very difficult. But when you can cast water breathing if you fall in the ocean or fireball incoming ships, the stuff that makes the setting cool is lost.
TheAuldGrump said:Swashbuckling Adventures is bigger and brighter than life, swashbuckling heroes, with classes that are a bit unbalanced when compared to most D&D core classes. But they balance against each other just fine - as long as you don't mix it with standard D&D much it is great. Magic is limited, but very powerful inside of those limitations. If you want Errol Flyn and Douglas Fairbanks style pirates this is the better choice.
Skull & Bones is grittier, and I can't help but wonder how well it would mix with Grim Tales. Compared with D&D the classes are perhaps a bit weak, but again are balanced nicely among themselves. Magic is rare and dangerous, and based on Voodoo. If you want Blackbeard, John Rackham, or On Stranger Tides style pirates this is the better choice.
RichGreen said: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'?
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'?
GMSkarka said:CORSAIR features the same ship system as SKULL & BONES, but expands on it with advanced options. The original SKULL & BONES ship rules were themselves expanded from the Open Content rules that appeared in Mongoose's SEAS OF BLOOD.
So, CORSAIR features expanded and advanced versions of the rules from both SKULL & BONES *and* SEAS OF BLOOD. I'm not sure about the BOOK OF THE SEA, as I've never read it.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.