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The Pirate's Guide to Freeport 12.31.2009
Saving Throw's review of The Pirate's guide to Freeport

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The Pirate's Guide to Freeport
published by Green Ronin reviewed by Martin Drury
256 pages, 2007, $34.95
Content 5
Organization 4.5
Consistency 4.5
Intelligibility 4
Overall
4.5
Excellent
Review Scoring

   Pirates. The very world conjures up imagery of adventure on the high seas, daring raids and blood-thirsty villains. Since pirates are a staple of fantasy worlds, sooner or later a Game Master is going to need a pirate port, regardless of the game system. Enter Green Ronin's The Pirate's Guide to Freeport. The book presents the pirate city of Freeport and a host of non-player characters to populate it, while keeping it as system-gnostic as possible.

Freeport is a large city, with a colorful history. But of course, for most players and Game Masters, what is going to matter is the present of Freeport. Knowing this, the writers have kept the history to a minimum while providing enough locations and denizens to keep players adventuring in Freeport for a long, long time. Of course, if a Game Master needs just a brief visit to Freeport, or a pirate den, it's easy to take one of the many districts and drop into another game setting. Likewise, picking up and NPC and reusing it elsewhere is a breeze as well.

Without a doubt, Freeport is a necessary book for any Game Master preparing to run a campaign that featuring pirates. Everything needed is presented in an easily found and understood manner, but not only that, every page is packed with useful information.



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