Pirates of the Spanish Main [PotSM] Info-Sammlung zu Pirates vor Erscheinen

Zornhau

Freßt NAPALM!
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Nachdem gerade aktuell im Thread zum "Kampfsystem" bei PotSM nach mehr als nur dem Kampfsystem nachgefragt wurde, möchte ich hier mal einfach Informationen zu PotSM aus dem Pinnacle-Forum sammeln, für die, welche sich nicht dort tummeln mögen. - Auf Englisch natürlich. Hervorhebungen alle von mir nach Gutdünken.

ronism von The Game's the Thing schrieb:
I do have some spoilers:
Calico Cat will be statted out.
There are two types of duels described.
The edges are all things pirate. Most excellent.
Ghost ships are mentioned.
There's detail about pirate punishments.
The map is pretty.
The book looks amazing! At least as nice as DL:R.
Das waren Spoiler aus dem Podcast, den Ron regelmäßig produziert auf "The Game's The Thing".

Wiggy schrieb:
It's far more historical than 50F or Freeport (only humans, no Arcane Backgrounds, section on the actual technology and science of the age, history of every major island and settlement, etc.).

The only "magic" is minor items, most of which are "powered" by superstition rather than true magic. Power Points, for instance, don't get a mention at all.
Wiggy schrieb:
Will the Pirates RPG book include expanded rules for ship-to-ship combat?
I'm looking forward to using my Pirates CSG ships with the RPG.
Yup. It uses the same rules as our 50 Fathoms setting, then we tweaked it to allow your CSG ships to be used, and added some new material to make it even better.
Wiggy schrieb:
Quite a while ago Wiggy wrote it'll be Spanish Main and Crimson Coast.
That it is.
Revolution: This should be easy. Advances the timeline and shifts the geographical focus into the north atlantic.
A desire to keep the focus in the Caribbean lead to this one being left out of the core rules.
Davy Jones Curse: Here it gets weird, but Pirates can take a little weirdness. It also takes the focus back to the Caribbean/North Atlantic, so it fits in well with the first three expansions.
This is the one which would put the Pirates RPG on the same fantasy level as a game like Skull and Bones--pirates, but with voodoo.
Frozen North: Huh??? What next? Elves riding on Dragons? Come on!
Nice minis for a fantasy game, though.
Wiggy schrieb:
I believe both Revolutions and South China could be done as independent plot point campaigns.
Just FYI, Pirates doesn't have a Plot Point--it's an open world with three (IIRC) adventure generators.
Pirates isn't our setting, so we couldn't write a PP in case it inadvertently changed something WK have planned for their universe in the future.
Wiggy schrieb:
stefou schrieb:
I was wondering if the core book contained ANY supernatural references at all. ie. Ghosts, voodoo, etc...
Only a few--ghost ships and some gigantic sea beasties is about it. Our license required minimal supernatural elements.
How much focus is made on the main theme? Could the rulebook be used to roleplay other elements of the era (court intrigue and swashbuckling stuff)
Well, the book isn't just about pirates--you can play a variety of roles. You won't find any A to Z on all matters piratical, however.

The entire rules set is about swashbuckling action, but it's very easy to use intrigue and social adventures as well.
Wiggy schrieb:
I really want to see how they integrate the mini game with the RPG.
We don't, at least not in the sense you probably mean :)
We haven't converted any of the WK CSG rules over. They were, are, and shall be completely separate game systems.
All we have done is modified the Savage Worlds rules to make better use of the CSG minis, added some ship Edges & Hindrances to make ships more colorful and unique, and such like.

Basically, Pirates RPGships battles don't work the same as the CSG.
Das mit den "ship Edges & Hindrances" hatten wir bei unserer Savage Firefly Runde auch so gehandhabt, das ist eine wirklich nette Sache, um Fahrzeugen (oder sonstigen Gegenständen) individuellen Charakter zu verleihen.
Savage Simon schrieb:
So you've integrated the cmg's minis into Savage Worlds?
Yes indeed. We recommend using the CSG ships with the RPG, and there are notes in the book on the similarities and differences between the two systems. The RPG rules include uses for things like fog banks and sargasso, as well as using standard ship types you'll recognize from the CSG (and more besides, too).

We've also included a number of named vessels from the CSG all statted up for the RPG, so you can see how the ship Edges and Hindrances reflect the abilities of the ships in the CSG.
Wichtig: Sie haben die MINIATUREN, aber nicht die Miniaturen-REGELN in das Pirates-Rollenspiel integriert.
Wiggy schrieb:
Here's another question - how much use would the Pirates book be for a 50 Fathoms game? Are the two books compatible (i.e., ship stats, etc)? Is there a lot of repetition (edges, equipment, ship combat rules)?

Obviously the settings are different, but what about:
*new edges and hinderances
*new ship designs, equipment and weapons
*adventure seeds
*maps and locations (i.e., transplating a village from one setting to the other)
Well, given that Pirates contains the Savage Worlds rules (and wasn't designed as a Savage Setting), we've included pretty much everything from 50F that we needed to make Pirates work, then tweaked it as necessary.

There are new Edges and Hindrances for heroes and ships, a little more gear, and so on. The ships are pretty compatible, though you would need to do some work. The adventure generator could certainly be transplanted over with minimal work, however. The gazetteer would need some more thought. The fencing academies could work in 50F, as the idea was introduced in the main book and again in the Companion.

My best advice is to flick through Pirates when it comes out and see what bits you like.

Das ist gerade so in etwa der Diskussionsstand auf dem Pinnacle-Forum.

Wer die englischen Zitate nicht versteht, darf jammern, bis sich wer erbarmt und sie übersetzt.
 
AW: [PotSM] Info-Sammlung zu Pirates vor Erscheinen

Es gibt hier noch ein wenig mehr und konkretere Information von Wiggy zu PotSM:
wiggy schrieb:
manifold schrieb:
Would it be too much to ask for a short list of differences between the two, rules wise?


Yes, it would :D Seriously, noting down every minor rules tweak would take sometime (as both documents would have to be read again in entirity). However, Pirates is nearly here and I am feeling benevolent, so...

Gear is pretty much from the 50F setting book and 50F Companion. No point reinventing the wheel.

The main rules differences are as follows...

Pirates contains all the SW rules you need to play the game. As such, it repeats about 60% of the rulebook, though with a more piratical theme (no Buck Savage examples, for example). If it ain't in the Pirates book, you don't need it to play the game.

Pirates contains most of the 50F Edges and more new ones beside.

Pirates ship combat is geared toward using the CSG minis. As such, ships now have a number of wounds equal to their masts in the CSG (it also means you can display wounds by removing masts).

Ships have Edges and Hindrances.

There are fencing schools in Pirates.

There is no magic in Pirates, nor any strange races.

Pirates uses the Way of the Brave rules.

Pirates contains a new "stat"--Fame (or Infamy for the scurvy dogs among ye). Fame is earned by being heroic--it cannot be bought with money or advancements.

Most of the 50F setting rules regarding ships are in Pirates (hiring crew, carousing, etc).

There are no real trading rules in Pirates--that isn't swashbuckling fun.

Pirates has a random island generator (lots of small islands in the Caribbean), including resources you can exploit.

Pirates has rules for reefs, fog banks, sandbars, and sargasso in ship combat.

The boarding rules are slightly different in Pirates.

In essence, you can run a Pirates game using just the 50F rules, but you'll miss out on what we think are some cool additions and changes.

wiggy schrieb:
starwars1138 schrieb:
Might be worthing mentioning whether or not the Pirates RPG has a plot point campaign arc built in like 50F or not... I can't remember, though I'll be buying it anyway

Since we only license the Pirates name, we have little control over the development of the Pirates setting in an official capacity. Thus, Pirates is an open setting for you to use and abuse as you want.

It has two detailed adventure generators (one for courtly matters and another for swashbuckling action) and a sample scenario, but no Plot Point of any sort.

Future sourcebooks will contain more adventures, and no doubt we'll produce some One Sheets once the rules are in the shops.
Interessant: Der Lizenzvertrag erlaubt also WEITERE Quellenbände/Szenarienbände herauszubringen.
 
AW: [PotSM] Info-Sammlung zu Pirates vor Erscheinen

Hier gibt es ein Interview mit Wiggy, dem Autor von PotSM-Rollenspiel auf Pinnacles Webseite.

=> zum Interview.
 
AW: [PotSM] Info-Sammlung zu Pirates vor Erscheinen

Nun ist per Pressemitteilung der Termin raus, an welchem PotSM-RPG in den (US-)Läden sein soll:

Am 7. Mai gibt es die PotSM-Druckausgabe.

Nach vermutlich wenige Wochen später wird die PDF-Ausgabe erhältlich sein. - Zeit genug für die SCHNELLEN Läden hierzulande, mir eine Druckausgabe zu verschaffen.

Hier die Pressemitteilung.
 
AW: [PotSM] Info-Sammlung zu Pirates vor Erscheinen

Das sieht doch schon mal ganz gut aus: viel Bekanntes und Bewährtes aber, auch Neues, Innovatives :D Optisch imho auch ganz nett.

Sylandryl
 
AW: [PotSM] Info-Sammlung zu Pirates vor Erscheinen

Ich muß sagen: optisch hätte ich mir mehr erwartet.
 
AW: [PotSM] Info-Sammlung zu Pirates vor Erscheinen

Hmm nen paar Bilder wiken ein bisschen pixelig, aber sonst :nixwissen:
 
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