Pirates in MRQ2

Dan True

Mongoose
Hi there.

My next larger RQ2 project will probably be to compile a source book for a classical pirate setting. I have loads of info and equipment from an earlier d20 (with many modifications) campaign I ran earlier, and might as well convert them into RQ2, and add a bunch of stuff - I'm properly gonna write the following:

- Equipment, pricelisting, historical currencies
- New CMs / added combat rules to facilitate swashbuckling action
- Perhaps a new magic system for Voodoo and maybe for Western Style cult-magic, or at least an incorporation of these into existing magic system. People can off course ignore these if they want a non-fantasy campaign.
- A lot of info on the carribean and the period in general
- A sandbox in the form of Port Royal as it was, with many things as they actually were historically (I fell over loads of stuff some years back, down to individual tax records of shops and pricelistings ... some museum in Jamaica got generous on the net).

Now, I just want to know - is there already a pirate sourcebook for RQ2 or one in the works? I just don't wanna write/convert 60-80+ pages and then discover that Mongoose already called dips on it.
Also, is it something anyone would be interested in using?

- Dan
 
I think there is an MRQ1 Pirates that might have some good ideas in it (probably available cheap), but I don't think pirates is a high priority.

Of course, I'm not an authority. :)
 
I picked up the MRQ1 Pirates book with an eye to converting/using it with MRQ2, and I think it is full of very useful stuff. Great random tables, ship and small unit combat rules, decent background on historic piracy in the Caribbean.

John
 
Ah, yeah. I forgot about the RQ1 pirates book. Better pick it up - don't think it will be worth the work to write a RQ2 book then :P

- Dan
 
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