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V**E
Swashbuckling!
This can be a stand-alone book using the Savage Worlds system. Great book spanning the Pirate Age with easy rules for the use of sailing ships and naval conflict. I use it as a supplement to my historical fiction campaign set in the French and Indian War. Very helpful!
M**L
It contains all the core rules and setting. The ...
It contains all the core rules and setting. The setting descriptions are intergrated into the rules. However the down side is additional unneeded feats,skills and actions which could have been done with the basic core rules and verbally described.
R**R
Prompt
Seller was fast, item as described.
J**S
Five Stars
Easy to learn and such a great setting.
D**.
Great book.
Excellent book. Good size, beautiful illustrations, everything you need to play (minus the dice).
A**R
Five Stars
My favorite of the Savage Worlds settings.
D**E
Good start, but weak areas and limited support
As a standalone RPG, this is pretty good. It's easy to get up and running with the system, and there's plenty of genre flavor. I've worked the system with both experienced and novice players very successfully.However, the game has issues that show up over time. Some of the rules just don't work very well, particularly those for ship-to-ship combat and chases. Also, the period information is very limited and rather sloppy, particularly with descriptions of individual towns--not really enough to serve as a good adventure hook.The system really cries out for a supplement or two, as we have come to expect from RPGs. However, the parent company seems to have abandoned this one in favor of developing the "base" Savage Worlds line, so there are no supplements, only trivial added material on the company website, and apparently no active user community.
L**S
One of the best RPGs I've ever played
Since I learned about the existence of Savage Worlds, I had been itching to try it. Pirates of the Spanish Main was my chance to GM it, and oh, was it a great experience! The rules themselves are simple (even simpler than in "standard" Savage Worlds, with things like death and critical injuries removed), the ship battle rules are awesome, the setting is chock-full of ideas for great adventures. My biggest selling point, however, is how easy and fast it was to create and run adventures using the Savage Worlds system. I might also add that although the book is focused on Pirates (a la the Pirates of the Caribbean movies), you don't have to use the setting that way if you don't like (in my case, we played a game of 16th century military intrigue between Spain and England in the Caribbean) If you want to try the SW system, don't know where to start, and have even a passing interest in Pirates, buy this book!
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