Wednesday, February 20, 2008
Freeport vs Five Fingers
Although Five Fingers: Port of Deceit has been out longer---by quite a long shot---I just got it, while I've had The Pirate's Guide to Freeport for over six months now.
The two books are obviously very similar and cover very similar ground, but do it in different ways. The attributes of one that are both a strength and a weakness are reversed in the other, for the most part. Let me be more specific.
Both are setting books, based around an urban environment that was founded by---and still largely accomodating to---pirates. Both are like Tortuga in the Caribbean during the late 1600s---tolerant, relatively lawless, and neutral to the pirates prowling the waters around them. Both are based on Dungeons & Dragons. Both feature the same three themes for games set there: 1) organized crime, 2) political intrigue, and 3) dark cults and horror. Both are well written, fun to read, cover the same kinds of ground, have many similar attributes to the settings themselves, etc. Where they differ is where it gets interesting.
Freeport, for instance, has a very different history. It initially started out as the implicit setting in some of the very first 3e third party adventure modules published, and developed from there into a "plug and play" mini-setting that was designed to be easily integrated into any existing D&D campaign setting. This means that few aspects of Freeport are intrusive or difficult to work in, and the game can easily be played with standard D&D (which is a little bit ironic, since this newest version of Freeport is systemless, and in theory is designed as much to be used with True20, or any system for that matter as it is with D&D.) However, his also means a lack of strong ties to the setting as a whole, and an inability to leverage the rest of the setting to drive Freeport adventure. The new book actually had the barest sketch of a greater setting as an optional chapter near the end, although it really wasn't a very clever, unique, unusual or interesting one.
Five Fingers, on the other hand, has the opposite strengths and weaknesses. It's part of the Iron Kingdoms setting, and it manages to use Iron Kingdoms stuff to really make Five Fingers come alive. As a neutral city between Cygnar and Khador, it has this kind of espionage between rival superpowers vibe. Cryx features prominently in a number of plots, as does the Llaelese Résistance movement. However, it's much more difficult to use outside the Iron Kingdoms setting without making a numbe of changes to accommodate.
I still have a chapter or two of Five Fingers left to read, but at the moment, I'm undecided which of the two pirate cities I like better.
Labels:
book review,
Five Fingers,
Freeport,
RPG
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