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System for Razor Coast

Started by PencilBoy99, December 08, 2015, 12:00:17 PM

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PencilBoy99

I'd like to run the Razor Coast campaign, but I don't want to use Swords and Wizardry or Pathfinder. Help me pick a system! Also, give me other advice you think might be helpful. What I'm looking for is medium crunch, pirates/Renaissance feel (swashbuckling, rare and creepy witchcraft/alchemy). Please comment based on your experience w/ any of the following:

1. Witch Hunter 2e - looks cool. That's what I know
2. Renaissance D100/Pirates and Dragons - also looks cool, but it seems like it would take a while to stat up monsters/antagonists with all the % things
3. Colonial Gothic - uses the d12. Also the guy that wrote it is nice.
4. Honor and Intrigue - looks cool, but (a) player's don't really have skills, and my players like having skills, and (b) combat seems overly complicated and looses its benefits if you're fighting a shark monster, who don't parry or anything.
5. All for One - don't like someone awarding Style points. I'd rather just give players a style budget up front.

Yes, I know I could use Dungeon World or Fate for this ;-)

dbm

It's not exactly what you asked for, but we are currently playing Razor Coast using DnD 5e and having a great time. The DM finds the games very straightforward and enjoyable to run. The campaign materials are excellent and many enemies have 'official' 5e stats available; the rest are fairly simple to convert once you get the philosophy of monster design.

Our DM has also incorporated a series of three other modules into the campaign:
  • Evil Tide
  • Night of the Shark
  • Sea of Blood
This was recommended by several people on forums who had played the campaign, and they have indeed fitted in pretty seamlessly!

PencilBoy99