Post by Shifty on Nov 4, 2019 15:30:18 GMT 9.5
So, I've been doing some googling about the piratey campaigns that are out there, and it turns out there's one that I missed. And it actually looks pretty good!
Aside from The Razor Coast campaign (which I have in print) and the Skull and Shackles campaign (which I also have in print) there is also a campaign called 50 Fathoms, for Savage Worlds.
I'm starting to think maybe 50 Fathoms might be one of the better options for fulfilling our fantasies of piracy.
Here's the pros and cons, as I see them.
Razor Coast
Pros
- It's fucking cool
- The Maps are nice
- There's a lot of supporting material published for it
Cons
- It's apparently pretty difficult to run
- We gotta grind our way up to around level 5 before we can really contend with the main story
Skull and Shackles
Pros
- I've run it before, so I know for sure that it's DEFINITELY cool
- It does a great job of capturing the FEEL of pirates on the high seas
- I have all the Pathfinder Pawns for the campaign
Cons
- I've run it before, so I'm a little bit bored of it
- It gets a bit shit around the latter two books of the campaign, so I'd have to find a way to cut it short
- We would basically have to start over at level 1
7th Sea
Pros
- It's designed specifically for pirate campaigns
- I have it in print
Cons
- We would have to learn how to play a whole new system
- I think I hate it (this is a pretty big con, isn't it?)
50 Fathoms
Pros
- It actually has heaps of supporting material
- It seems the easiest to run, and strikes a nice balance between being very open, yet still having some scripted sections
- You can play as a crab-man!
- I have a shiny new Savage Worlds box set, with cards and tokens and whatnot
Cons
- We would have to learn how to play a new system (although, Savage Worlds seems pretty easy to grasp to me)
- It is the only one of these campaigns that I don't have in print
- I think it would be quite difficult to adapt our characters from 5e to Savage Worlds, so it too may require starting over
Hit me with your opinions, you bunch of landlubbers!
Aside from The Razor Coast campaign (which I have in print) and the Skull and Shackles campaign (which I also have in print) there is also a campaign called 50 Fathoms, for Savage Worlds.
I'm starting to think maybe 50 Fathoms might be one of the better options for fulfilling our fantasies of piracy.
Here's the pros and cons, as I see them.
Razor Coast
Pros
- It's fucking cool
- The Maps are nice
- There's a lot of supporting material published for it
Cons
- It's apparently pretty difficult to run
- We gotta grind our way up to around level 5 before we can really contend with the main story
Skull and Shackles
Pros
- I've run it before, so I know for sure that it's DEFINITELY cool
- It does a great job of capturing the FEEL of pirates on the high seas
- I have all the Pathfinder Pawns for the campaign
Cons
- I've run it before, so I'm a little bit bored of it
- It gets a bit shit around the latter two books of the campaign, so I'd have to find a way to cut it short
- We would basically have to start over at level 1
7th Sea
Pros
- It's designed specifically for pirate campaigns
- I have it in print
Cons
- We would have to learn how to play a whole new system
- I think I hate it (this is a pretty big con, isn't it?)
50 Fathoms
Pros
- It actually has heaps of supporting material
- It seems the easiest to run, and strikes a nice balance between being very open, yet still having some scripted sections
- You can play as a crab-man!
- I have a shiny new Savage Worlds box set, with cards and tokens and whatnot
Cons
- We would have to learn how to play a new system (although, Savage Worlds seems pretty easy to grasp to me)
- It is the only one of these campaigns that I don't have in print
- I think it would be quite difficult to adapt our characters from 5e to Savage Worlds, so it too may require starting over
Hit me with your opinions, you bunch of landlubbers!