Fiendish Baboon

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Lots of sandbox, little plot

3/5

I'm reviewing this from the point of view of a party that likes a campaign to be a living story more so than a hack and slash fest.

The problem with this installment is the fact that it fails to advance the plot in any meaningful way. Yes, there's lots of freedom in where your newly minted pirates can go and what they can do, but in the end it all means very little.

After raiding a couple of ships and a couple of villages, the pirates quickly find out that a pirate's life is pretty monotonous. You pull up to a boat, you hop over, slaughter the crew, and move on. Sell plunder and ships at port, boast about your accomplishments. Rinse and repeat ad nauseam. There are several plot-based events which are great, definitely the high point of this installment.

Overall, my players were mostly bored with it. There is really only one NPC that they get to interact with extensively in the book, which is generally the most fun part of the game for us. I'm sure this is great for a party that loves to sail around and slaughter innocents by the dozen, but if you're looking for a story-driven creative outlet, this isn't it.


Full Name

Jeremy

Race

Human

Classes/Levels

Warhammer 40K GM

Gender

Male

Size

Medium

Age

36

Special Abilities

Unbridled Sarcasm (Su)

Alignment

Chaotic Good

Deity

The God Emperor of Mankind

Location

Massachusetts

Languages

English, a smattering of others

Occupation

Police Dispatcher

Strength 9
Dexterity 11
Constitution 14
Intelligence 17
Wisdom 12
Charisma 14

About Rookseye

Rookseye likes D&D, Paizo, Warhammer 40K, Fantasy Flight Games, these message boards, and does not post nearly enough for the amount of time per day he spends reading them (mostly because all of his posting time goes toward the two Warhammer 40K games he GM's).

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