Post originally by Robert at 2004-01-30 14:21:54
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I am a major fan of Crimson Cutlass and 7th Sea and I have played almost every Pirate game ever printed by scurvy dawgs. I like what I have seen so far from Savage Worlds, but would someone please elaborate on what 50 Fathoms does to make it a great PIRATE game.
Does it FEEL like riding Pirates of the Carribean or watching Treasure Island or fearing that the Crimson Rogers may be on yer tailwind? If so, how does it do it?
And if the rest of you swabbies are reading this post, feel free to answer if ya knows.
Post originally by Sean Patrick Fannon at 2004-01-30 14:54:56
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The answer to your question is a resounding...
... "It depends."
- Can your GM create such feelings in the players with description and gusto?
- Can the players immerse themselves so completely in the genre as to truly feel such things?
The rules -more- than support that style of play, if that's what you mean. They are clean, fast, and can handle a few shiploads of crews, captains, and heroes in one battle quite smoothly.
However, chemistry will always have more impact that the rules when it comes to getting a certain feel out of a gaming experience, so be sure that everyone involved wants that experience and is willing to immerse themselves to get it.
If they are, Savage Worlds and 50 Fathoms will not disappoint.
Sean Patrick Fannon
Author, THE FANTASY ROLEPLAYING GAMER'S BIBLE
Creator, SHAINTAR: IMMORTAL LEGENDS (A Savage Worlds Setting)
Post originally by Jamie Herbert at 2004-01-31 17:20:47
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Well, It has several things that make it good for priacy/swashbuckling. Firstly, I think the matrix of cargo and princing makes for a lot of fun for players to get into the economic side of the whole sailing ships thang, and also gives you a good idea of why it's may be good to be a pirate (also completely possible to do and stay within the metaplot!!)Secondly The system is very free flowing and quick and works well for minis and mass players (as well as NPCs) and what's more they have a lot of intuative rules that let you see the effects of being at sea for days (without spending too much time book keeping) Is it Infinitely better than 7th Sea, Lace and Steel or other Swashbuckling games? Probably not, Is it a kick ass Pirate game on it's own, and does it work for the swashbuckling genre? AYE MATEY!!
Post originally by tetsujin28 at 2004-02-03 08:44:30
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Really, what purpose do they serve in a pirate game? Seems like you could do the exact same thing by using all the sea creatures/races in your D&D/d20 game.
Post originally by Cap'n Dave at 2004-02-08 20:48:52
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I think that you've kind of missed the point. 50 Fathoms is a SETTING book for the Savage Worlds SYSTEM.
So you don't like silly nonhumans. Come up with a historical "real" pirate setting and use the pirating, ship-based rules from 50 Fathoms...you can do that with Savage Worlds.
Savage Worlds really is what GURPS has always claimed to be, but really isn't: an easy to pick up and use, generic system toolkit that isn't dependant on volumes of rules.
Post originally by Mojave Rattler at 2004-04-14 13:04:12
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It feels like watching Pirates of Dark Water while riding Pirates of the Carribean and afterwards watching Sinbad: Legend of the Seven Seas.
Ship rules are very streamlined, wherein a chase on the high seas is resolved by the skill of the captains, and a close battle can either take the form of a ship miniature game or a abstract chase to focus more on roleplaying elements.
There are also many buckles to swash and ship to ship battles and boardings are intense.