Well, last night I finished Return to Freeport which was the last Freeport product. I've read them all as part of the trawl, with one exception; The Player's Guide to Freeport. However, there's a note on the shop listing for said product, which I'll reproduce below:
Note: The content of the Player’s Guide to Freeport comes from Freeport: The City of Adventure. It has been broken out separately to give players easy access to the material in a book that contains no setting spoilers.
So although I didn't read or even pick up that product, I actually have read all of the content in it, because everything in it comes from another book that I did read recently. Now, granted; although I'd never done anything like this before, and a lot of these products I'd never read before (even some of the earlier 3e products that I've had on pdf for years if not decades already by this point—Freeport the setting is two and a half decades old now, and even the latest products are almost a decade old. So I was pretty familiar with the setting. I'd read the original trilogy of modules at least a couple of times, and even read actual play posts (before doing them as videos or podcasts was popular, write-ups after the fact were the way to go.) I'd owned the system-less setting book since it was new, and I've read it several times. In at least some ways, I still like some aspects of it better than the newer, bigger, bolder setting book that came out with the Kickstarter getting close to fifteen years ago now. And I had read some of the other modules here and there, and the d20 version of the Companions many times too. Now that I've read the whole darn thing, every product, beginning to end, what do I recommend actually getting, reading, and most importantly, what do I think of the whole thing?
First things first; some high level discussion about the setting itself and the arc of its products.
Tone: Freeport sells itself as three things: 1. a D&D setting, with most of the things that that means in terms of magic, fantasy races, etc. 2. a pirate setting, with at least some of the things that that means in terms of culture and technology, although how well its done at emulating the pirate-ness and how it did so evolved over time. And 3. a horror setting, with prominent Lovecraftian elements front and center, including an original plot in the original few products that featured serpent-men like Robert E. Howard had in "The Shadow Kingdom," probably the best Kull story, including Valossa which is clearly a "gloss" on Valusia, Yig, which Lovecraft created for "The Mound" which he transparently almost completely ghost-wrote for Zealia Bishop, and the Unspeakable One, which is one of the elements Lovecraft borrowed and expanded on somewhat after reading Robert Chambers' The King in Yellow. I'm not completely sure who first proposed merging Hastur, the King in Yellow and the Unspeakable One, but Freeport gives "him" pride of place as its preferred big villain. Probably the RPG industry through Chaosium's Call of Cthulhu game and even D&D itself through the early Deities & Demigods printing, building on rambly writings of August Derleth.
As I've said repeatedly throughout the trawl, this tone and these themes were not applied consistently. I'm not a fan of the subversive "the monsters are actually the good guys" theme that the original trilogy had with K'Stallo; who's clearly supposed to be seen as friendly and sympathetic, which is ridiculous. But they walked that back somewhat by minimizing his role and introducing another faction among the serpent-men who were more hostile to the player characters and their races and cultures. Chris Pramas, who before founding Green Ronin had also worked on Warhammer Fantasy Roleplay for a while, tried to do what they did and add puns and wink-and-nod in-jokes to the setting. Way too much of it. The British have a talent for doing that subtly without over-doing it, whereas in Freeport it came across as more ham-handed and silly; it really ruined the tone for some products... but other products were appropriately dark without any real puns or silliness. I suppose that's what happens when you have multiple authors and even multiple line editors; Robert Schwalb in particular seems to have been a fan of the more grimdark, horror side of things (hardly surprising given that his own personal design magnum opus is Shadow of the Demon Lord) and anything he worked on was more serious and dark.
In addition, there were other changes that gradually crept into the game over time. Original Freeport felt almost old school in some ways. Very humano-centric and sword & sorcery feeling. Over time, technology advanced unrealistically rapidly, and suddenly almost anyone of consequence had piratey flintlocks and cannons and sometimes even all kinds of other clockwork technology. Even the illustrations migrated from looking more Medieval sword & sorcery to looking more Colonial America or at least British colonial West Indies. New races started appearing, and suddenly were very important. It started with orcs, hobgoblins and goblins, and that was OK for a time until their prominence and position in the city started to become so notable that it was almost a parody. But then there was the azhar, who leapt from "didn't even exist" to "now have a super prominent role in the setting" almost overnight. And then "island trolls" popped up, and suddenly were all over the place; the island is a tiny little place; how in the world did they just appear out of thin air almost at the end of the run of the products while pretending tacitly that they were somehow just unknown for centuries on an island smaller than most modest sized towns in America? And why did they need to be invented at all, when they aren't really "trolls" but just a new variety of big, strong goblinoid? Something wrong with bugbears, if you're going to be D&D derived already? This rather rapid migration of new elements that significantly changed the setting, without any explanation of why was both jarring and unwelcome. Although I wonder if I hadn't read all of the products in (mostly) chronological order if it would have been subtle enough that I wouldn't really have noticed it. Even more perplexing is that the very latest products, the ones for Pathfinder 1e, suddenly had a lot of Pathfinder assumptions built in. Setting assumptions, I mean, not just mechanical assumptions. Suddenly the divs, for example, become the main bad guys of Return to Freeport, and they were introduced in Bestiary 3. I mean, sure, they are mythological creatures, but they're a somewhat esoteric mythology that hadn't been explored in D&D and D&D derivative games before. This isn't the only thing where Pathfinder setting specific things worked their way into the Freeport setting, but it's maybe the most prominent one.
Even less welcome is gradual enwokening of the setting. All of the orcs and whatnot were obviously a metaphor for a progressive simpleton narrative about black people. The art hardly shows a single white male at all anymore. Almost all of the iconic characters that they show off are women. Many of the factions are led by women, none of whom act in the least feminine. This is also not surprising; the same thing has happened to Wizards of the Coast and Paizo both too, so why not spin-off companies formed by other Seattle weirdos who worked at one (or both) of those companies in the past like Green Ronin or Kobold Press? The great culture wars of woke producers against their anti-woke consumers is the defining cultural moment of our age the last few years, and Green Ronin (and the rest of the Left Coast hipsters) are on the wrong side of it. Freeport seems to have ended as a franchise for new products (at least for now) but Green Ronin are virtue-signaling hard in their other products that their wokeness has increased exponentially since the last Freeport product was released in ~2019 or so. At this point, I almost hope that they leave it fallow before they make it even worse in this regard. Or, if not, wait until woke is completely broken and nobody is willing to make woke entertainment products anymore.
Adventures. The high water mark for the "wrong" tone are probably older, larger adventures like "Hell in Freeport" and Black Sails Over Freeport, but one notable problem was that a lot of the adventures did some unusual things, either 1) mostly took place in places other than Freeport (like Hell, in "Hell in Freeport") or 2) had very little to do with pirates or pirate themes. In fact, especially in the earlier adventures, they mostly just felt like very typical D&D adventures, and often surprisingly high fantasy, high powered D&D adventures. This may be considered also a clash in tone with the low fantasy dark fantasy nearly horror vibe, but I think in the case of the adventures its especially notable, and kind of a different problem, where adventure design is done without consideration of tone at all, in many cases. Not all the time; Black Sails clearly has silliness baked in, especially the sequence that's meant to be a case of the players characters literally playing the old Donkey Kong game where they climb ladders and jump over flaming barrels that apes are throwing at them. Others, like "Hell in Freeport" and many others, and even other parts of Black Sails are just too epic and high fantasy to feel like Freeport; rather, it feels like Forgotten Realms.
On the other hand, some of the modules, often third party or later appearing ones, are better. Parts of Return to Freeport featured significant ship to ship action, for instance, which is as piratical as you can get, and many others are more low key crime stories, ghost stories or the like, rather than the typical D&D story of "stop the summoning of the dark god who wants to destroy the setting" thing, which happened more than once in the Freeport oeuvre, including in the original trilogy, and of course in the Black Sails option. Return to Freeport, "Dark Deeds Over Freeport,", the little adventure included in the Companion books, and most of the Adamant Press adventures, the Goodman Games haunted house adventure, and many of the often small and not completely fleshed out adventures in books like Tales of Freeport had this vibe, and made Freeport feel a little smaller and more grounded in scale. They are mostly meant to be interlude adventures in a longer campaign, I think, but in a way, they really provide the backbone for a campaign that is more what the setting claims (my term, I know) to be about in theme. Although, of course, there's no campaign thread between them. They're mostly disconnected. Which, in some cases, is what OSR-like people, among others, would want to see anyway. Not that I am one, or that the designers had any idea of making Freeport an OSR friendly setting, but y'know. It is a perfectly valid way to structure campaigns, without there being a "thread" through it.
Quality Over Time. While I think the original trilogy is, in many ways, among the best product for the line, I think that the really best stuff was quite late, and the line really stepped it up quite a bit both in terms of physical quality; better art, full color, etc. but also in terms of products that are honesty better designed. Before reading them, I expected that the big fat Pathfinder Freeport: City of Adventure was just the system-less setting book and the Pathfinder Freeport Companion mashed together, but that was not the case; the mechanics were greatly expanded and improved and even the setting stuff was rewritten, revised and looked at again. I also thought that the Pathfinder Freeport Bestiary was mostly just going to be a system update to the older d20 Creatures of Freeport, but no, it's almost a completely different book, and a significantly better book. In fact, I was pleasantly surprised all around by the Freeport Bestiary; it's one of my favorite monster books, whereas Creatures of Freeport was pretty meh. Even though there were obviously some of the same creatures involved in both. Although I'm not suggesting that I'd run Return to Freeport as is, I did in general find it to be among the best adventures—whether you consider it one big adventure in six chapters, or six linked adventures as it was originally published. In fact, the first one or two in particular were among my favorite adventures in the entire Freeport corpus, and the one with all the pirate ship combat was... I dunno, maybe it needed a little more mechanical oomph... but otherwise it's kind of surprising that this hadn't been done in the setting before this point. Unfortunately, the idea of going to "Dark Freeport" in a pocket mirror dimension to fight the big bad villain of the arc was a little corny. With some work on the end, I could turn Return to Freeport into the best Freeport campaign you could get, in theory.
Granted, like I've said many times, there is no printed campaign or adventure path that I can run as is, and I do pretty substantial rework to all of them if I plan on using them for anything. But using the basic structure of the original trilogy, the Return to ... sextology, I think the word is, and some of the other adventures scattered throughout otherwise could be reworked into a pretty brilliant Curse of the Corsair Coast. When I get around to actually planning out that campaign brief and outline, I think that the Freeport material will be my go-to source for raw material—although how much the end product resembles Freeport when all is said and done is TBD... who knows? Maybe I can accelerate my pace at reading the Adventure Path trawl, and read Skull & Shackles before I do Curse of the Corsair Coast, and see if any of that can be added to the stew as well.Overall, and I've said this many times too, Five Fingers from Privateer Press, i.e., is better in many ways. It has a more consistent and more compelling theme, and it understands what it wants to do more. However, it is also a bit more closely tied to its parent setting, Iron Kingdoms. Freeport is supposedly supposed to be more modular and usable in any setting. I feel like this started to feel slightly less true over time, as Freeport gradually accreted an actual setting, mostly, although it still kind of stubbornly refused to ever name any of the gods for clerics, etc. except for two pirate gods, a "good" one who's a cheery swashbuckler like Errol Flynn and a bad one who's a monstrous murderer. Given how much the "God of Knowledge" featured in the signature adventures, it started to feel obnoxious that it was always just the generic "God of Knowledge" after a while. Whatever. It's not a big deal, but in general, if they were going to create a setting of sorts to attach Freeport to, I wish they'd just gone ahead and done it. It's easy to change stuff, but it's a little bit obnoxious to not have it at all and it needs to be added by the players. Also, in spite of the fact that Freeport had all of the "companions" for various systems, it really only worked very well for systems that felt pretty much exactly like D&D. In fact, when they migrated to Pathfinder, even though Pathfinder started off being essentially just D&D 3.5+, it felt like it got just a bit more of its own character, and became somewhat more compelling in a way.None of the settings or adventures ever made by someone else work completely for me, but Freeport does a lot that I like, and gives me a decent framework to modify rather than needing to build from scratch. I'm 100% on board to use Freeport material as the baseline for Curse of the Corsair Coast, and I think that when all is said and done, I can probably use more Freeport material that I have and with less modification than I've been having to do for the Paizo adventure paths. Like I said, I'll review some other pirate-themed stuff first; Skull & Shackles and I'll probably read Five Fingters: Port of Deceit once more before I really define Curse of the Corsair Coast, but that's only to give myself an abundance of resources to work with, not because I need them.

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