d20 Pirate


3.5/d20/OGL

Dark Archive

Working on a d20 pirate game set in Nick Logue's Razor Coast. Trying to figure decide if I need anything else in terms of good supplements wondering if anyone here has any knowledge about the following titles:
Skull & Bones (Green Ronin prolly get it on pdf), Black Flags: Piracy in the Caribbean, Freeport, d20 Past, Pirates (think it by Mongoose)?
Probably going to drop in the Port Royal from Dragon #118, and Freeport somewhere in the Razor coast just for kicks.
let me know thanks.

Liberty's Edge

I like Freeport; like Skull and Bones; don't know how importable Skull and Bones would be; it has somewhat modified magic and firearms, and somewhat altered combat rules. Skull and Bones is also directly set in the Caribbean during the golden age of piracy, with working voodoo thrown in for good measure.
Freeport seems to be "far away from anything else but Freeport;" but it's pretty portable, so I think it could work. Freeport has firearms too...

Dark Archive

Heathansson wrote:

I like Freeport; like Skull and Bones; don't know how importable Skull and Bones would be; it has somewhat modified magic and firearms, and somewhat altered combat rules. Skull and Bones is also directly set in the Caribbean during the golden age of piracy, with working voodoo thrown in for good measure.

Freeport seems to be "far away from anything else but Freeport;" but it's pretty portable, so I think it could work. Freeport has firearms too...

Kewl, yeah when I read that they had some stuff for voodoo in Skull & Bones I was thinking this would work real well in the setting even if Razor Coast has a less than carribean feel. With freeport I was only thinking of dropping it in there as another port of call, then again as the main book for Razor Coast has yet to release and there has yet to be any previews of Port Shaw, I don't know if starting the game in freeport or Port Royal will steal Port Shaw's thunder.

Liberty's Edge

I think also with freeport, it has some characters and/or businesses that could import to other sea port-type locales.

Liberty's Edge

Lord Thasmudyan wrote:
Heathansson wrote:

I like Freeport; like Skull and Bones; don't know how importable Skull and Bones would be; it has somewhat modified magic and firearms, and somewhat altered combat rules. Skull and Bones is also directly set in the Caribbean during the golden age of piracy, with working voodoo thrown in for good measure.

Freeport seems to be "far away from anything else but Freeport;" but it's pretty portable, so I think it could work. Freeport has firearms too...
Kewl, yeah when I read that they had some stuff for voodoo in Skull & Bones I was thinking this would work real well in the setting even if Razor Coast has a less than carribean feel. With freeport I was only thinking of dropping it in there as another port of call, then again as the main book for Razor Coast has yet to release and there has yet to be any previews of Port Shaw, I don't know if starting the game in freeport or Port Royal will steal Port Shaw's thunder.

It's been a while since I scrutinized it, and I never got to play it, but I think the magic is pretty watered down in comparison to D&D casting. A Skull and Bones caster isn't going to go toe-to-toe with a D&D caster; it kinda was made to go with a comparatively low magic setting. So, blending; it'd be a little difficult if you're heavy into all the classes balancing and that sort of thing.

Dark Archive

good to know thanks

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