Zornhau
Freßt NAPALM!
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- 18. März 2004
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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.
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.
Das waren Spoiler aus dem Podcast, den Ron regelmäßig produziert auf "The Game's The Thing".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.
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: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.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.
Wiggy schrieb:That it is.Quite a while ago Wiggy wrote it'll be Spanish Main and Crimson Coast.
A desire to keep the focus in the Caribbean lead to this one being left out of the core rules.Revolution: This should be easy. Advances the timeline and shifts the geographical focus into the north atlantic.
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.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.
Nice minis for a fantasy game, though.Frozen North: Huh??? What next? Elves riding on Dragons? Come on!
Wiggy schrieb:Just FYI, Pirates doesn't have a Plot Point--it's an open world with three (IIRC) adventure generators.I believe both Revolutions and South China could be done as independent plot point campaigns.
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:Only a few--ghost ships and some gigantic sea beasties is about it. Our license required minimal supernatural elements.stefou schrieb:I was wondering if the core book contained ANY supernatural references at all. ie. Ghosts, voodoo, etc...
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.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)
The entire rules set is about swashbuckling action, but it's very easy to use intrigue and social adventures as well.
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.Wiggy schrieb:We don't, at least not in the sense you probably meanI really want to see how they integrate the mini game with the RPG.
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.
Wichtig: Sie haben die MINIATUREN, aber nicht die Miniaturen-REGELN in das Pirates-Rollenspiel integriert.Savage Simon schrieb: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).So you've integrated the cmg's minis into Savage Worlds?
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.
Wiggy schrieb: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.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)
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.