PoD: What do I NEED?

OrdosMalleus

Mongoose
Realistically, with the full Pirates of Drinax box set. What books (other the main rulebook) are needed to run the campaign? What have other GMs found to be essential and what might be "nice to have, but not necessary"?
 
The Drinax set has its own High Guard book that covers the most relevant ship types.

You don't really NEED anything else to run the campaign. The Drinaxian Companion is obviously very useful for expanding the adventure. The Central Supply Catalogue and/or the Traveller Comapnion are useful (by way of adding more options/stuff) as usual, and you might find the Aliens of Charted Space books helpful if you have non-human/Aslan PCs (since humans are covered in the core and Aslan get a full treatment in the Drinax set).
 
Garran said:
The Drinax set has its own High Guard book that covers the most relevant ship types.

You don't really NEED anything else to run the campaign. The Drinaxian Companion is obviously very useful for expanding the adventure. The Central Supply Catalogue and/or the Traveller Comapnion are useful (by way of adding more options/stuff) as usual, and you might find the Aliens of Charted Space books helpful if you have non-human/Aslan PCs (since humans are covered in the core and Aslan get a full treatment in the Drinax set).

Thanks! That's very helpful.
 
If your players are going to be attacking and taking over a lot of ships you may want to prepare a list of items that they find as they search a ship. Curios, extra treasures like expensive jewelry in a stateroom, briefcases full of cash etc.

A list of passengers with side adventure hooks can be useful. Just who is in the low berth?

If the players are trying to fence a lot of material at a certain starport you may want to develop the proprietor into a recognizable recurring character. (Think Badger from Firefly)

Or add in a ship like Serenity, a tramp trader with a crew of folk who do crime to pay the bills. They could cross paths and swap stories and information with.

Books aside it's the prepped little ships that have interesting characters that you can use to nudge a group into a path you want that can really help you. With that in mind, the Ship Encounters book is useful.
 
And why they are frozen popsicles.

It could be that it just wasn't a cheap ticket for Discounted Co[a/u]ch class, but a medical emergency evacuation, host to a rather virulent strain of Space Herpes.
 
Disclaimer: I am only starting PoD, but this is what I think from planning the game.

You can run PoD with just the main rulebook and the box set.
Drinaxian Companion is almost essential.
High Guard is also almost essential, for other ships and ship construction rules. From what I've seen in the PoD megathread, players can definitely wind up with a lot of ships at their disposal, and enough money to design/construct new ones. (For that matter, I think several ships that pop up in PoD only have stats in High Guard: Gazelle escorts, for sure.)
Central Supply Catalogue is useful if your players like shiny toys.
Some of the Reach adventures may save you some time: "The Calixcuel Incident" and "The Borderland Run" in particular seem to be a good fit for PoD. Others may fit with some shoehorning. There are also some excellent adventures on DriveThruRPG, "Makergod" in particular.
 
That sounds like solid advice. I have the Drinaxian Companion, High Guard, and Central Supply Catalogue on my to-buy list. Thanks for the recommendations on drive-thru RPG for the adventures. I'll take a look at those.
 
It's definitely no more than on the "nice to have" list, but the Glorious Empire sourcebook might be useful – it's an important power in the region and could play a big role in a Drinax campaign.
 
Back
Top