Showing posts with label Five Fingers. Show all posts
Showing posts with label Five Fingers. Show all posts

Monday, January 09, 2023

Freeport vs Five Fingers

Although it's been many years since I've touched on the idea even in passing, I've long thought that the two books, The Pirates Guide to Freeport and Five Fingers: Port of Deceit are two great books to read kind of side to side and to compare and contrast, since they both deal with the idea of adapting the Golden Age of Piracy into D&D in one form or another. Both are books that came out in the midpoint of the 3.5 run, before we had any idea that 4e was waiting in the wings, but after we'd digested the somewhat bitter pill of 3e advancing to 3.5 too early and unnecessarily. EDIT: Actually, I think 4e's development might have been just announced, right as the Freeport book was coming out, although their decision to make it system-less was a coincidence that seems fortuitous in immediate hindsight. It literally has no game statistics of any kind, and is not meant to belong to any system. A number of companion pieces came out for it, giving exactly that; specific game statistics. I can think of at least 4-5 that were released, although I only really used the d20 one (later renamed the 3rd Era.) That said, even when I was actually using that system, the companion books were not nearly as evocative, fun to read or even as useful as the generic, system-less one. 

Although I say that the Freeport book is system-less—and it is—it's clearly a D&D book. Beyond the system, D&D has become a kind of meta-setting, almost its own unique subgenre of fantasy, that has a number of pretty instantly recognizable tropes and conventions, and Freeport hits all of them without fail, even without a single rule. In fact, it does so significantly better than most novels that are written specifically to be D&D novels, many of which are simply fantasy novels with some placenames and characters that sound D&Dish. This isn't just a commentary on the races and their characterization which is often the first go-to D&D identifier (although it is that), but you can even see through the text descriptions in Freeport to see the D&D classes, the magic item economy, the type and frequency of magic available, the pantheon of D&D-ish pagan gods, the prominent position of adventurers and former adventurers as a kind of very specific caste of movers and shakers, and more details both broad and specific that are shot through the book through and through. 

As a guy who has largely rejected the D&D meta-setting in many ways—and after the behavior of WotC with regards to the brand, am more and more likely to reject even more of it going forward—this is a negative of the book to me. To be fair, most of the systems that the companion volumes were written for are deliberately very D&D-ish—d20, True20, Castles & Crusades, Pathfinder, etc. (Savage Worlds and FATE being admittedly potentially very different.) Although there is much I can borrow, there's much I have to reject, or rework to be useable in the this format.

I also often have a problem with the tone. Freeport alleges to bring a horror tone, but what it really does is have a bunch of wink and nod references to Lovecraftian elements. I've come over the years to see Lovecraftian gaming as more like a Disney ride where you take comfort in seeing familiar Lovecraftian elements as you pass by in your ride-car rather than something that successfully evokes a tone of actual horror. If your Dark Lord has tentacles and the writers make gratuitous reference to madness (but otherwise do little to show it) then ultimately he's still just a Dark Lord, and by now, almost as cliché as a Sauron-like dark wizard. The writers' attempts to inject other tongue-in-cheek references and puns pretty liberally through the book strengthen this impression, and the Lovecraftian horror becomes little more than a theme park caricature of actual horror of any kind; Lovecraftian or otherwise.

Which is fine. I have my own fairly strong opinions on how to be successful with horror in a dark fantasy game, and I certainly think that playing straight up D&D (especially of the 3e or later varieties) with flippant and almost satirical references to Yig, tentacles, weird angles and other Lovecraftian buzzwords doesn't get you there. But that doesn't mean that Freeport doesn't have plenty of good material to borrow and adapt, merely that it can't be used right out of the book as is if you want to actually have the tone and themes that the book claims to be promoting.

I also think that the development of elements outside of the city of Freeport itself is rather poor. I don't just mean the chapter on "The Continent" which was a new development for this book, but also anything else on the nearby islands that are part of the Freeport orbit. The islands themselves are pretty tiny, and the idea that they are chock full of dangerous predators and monsters—especially after the somewhat silly "Great Green Fire" event is verisimilitude breaking. In an area about the size of a few housing developments together in my suburban town, there's supposed to be a bunch of predatory animals and monsters, somehow supporting themselves on... something?

The ideology of the Freeporters and their rivals in the even more ridiculous Libertyville is also laughably absurd. You're better off using the city, and ignoring everything else in the book. And that's if you want a very specifically D&D pirate city that has some of the charm and all of the flair of the original Pirates of the Caribbean ride at Disneyland. There's very little outside of the city that I actually like.

The Five Fingers book, on the other hand, is a different creature altogether. I don't think its any more or less usable than the Freeport book as written (at least not for the purposes that I'd use it) it somehow manages to be the same level of useableness  while being the opposite of Freeport on almost all of the points mentioned above. 

Five Fingers isn't a system-less book, and was never meant to be, although to be fair, not a lot of rules are present in it either. There's some stats of a few NPC characters, a small selection of prestige classes, a handful of other things like Knowledge (local) check result tables, and stuff like that. There are a few side-bars (and by bars, I sometimes mean several pages at a time) of subsystems that D&D 3.5 doesn't have, which Five Fingers introduces, including a chase mechanic, and a detailed bribing mechanics subsystem. But even if you skim this stuff, you're only taking off about ten pages of a 200 page book, so it's hardly like that's the bulk of it.

However, where Freeport—while being system-less—was very clearly a D&D supplement, and even without rules it screamed D&D all the time, Five Fingers is curiously an actual D&D supplement that doesn't often feel like D&D. That's because its an integral part of the Iron Kingdoms setting, which by this point, and developed enough to feel quite a bit different from D&D. By this time Warmachine had been out (in its first iteration) for a couple of years, and had partially served to drive the setting away from its dark and gritty (ish) D&D roots from back in the Witchfire Trilogy days where it started. This means that I don't have to worry about dealing with D&Disms that I don't want, but it does mean that I have to work harder to make it not feel too Iron Kingdoms! Because it's heavily integrated into the setting, and the events taking place in the setting, there are a lot of elements that would be different to use if you don't have something like Cygnar just next door, an occupied Llael flooding the city with refugees, the specific intrigues between the Cathor and Mateau families, the specific intrigues between the Khador and Cygnar superpowers who stand in somewhat transparently for Soviet Russia and Cold War America respectively. You need something like Cryx, you need Thamarites, etc. to make it work without extensive remodeling. Although in some ways Iron Kingdoms fits Dark Fantasy X better than D&D, there's still an awful lot of very specific setting stuff that I need to be on the lookout for. And they don't make any effort to reduce that for greater flexibility, because unlike Freeport, Five Fingers isn't meant to be a modular and insertable into any other setting, it's specifically meant to be part of its own setting. 

That said, although both works would need quite a bit of reworking to be useable, Five Fingers probably has more material that I could use. The horror elements are more horrible than in Freeport. The organized crime stuff is tons better and is really the best element of this book. Although it still will need some adaptation to not be Iron Kingdoms specific. In addition, some of the other appendix material is really well done; stuff like the list of NPCs (I'll trawl through that to create my own list, probably—I really like Iron Kingdoms naming conventions; they sound vaguely Olde English without being exactly so.) The list of businesses is also extremely useful. I'd put customized material, drawn at least in part from both of these on the inside of my GM Screen.

I'd also utilize a lot of elements drawn very directly from the four crime lords of Five Fingers. They make the two crime lords of Freeport look like cartoon characters in comparison. I also feel like the occult/horror elements are really well done compared to the flippant rewarming of Lovecraft that Freeport gives us, but I'd probably have to rework them to not be so completely Iron Kingdoms-esque, and honestly there's not quite as much content for this in the book as you'd think anyway.

One thing that is common to both books is that while the theme is clearly "pirates", the book offers relatively little in terms of dealing with actual piracy, sailing, or anything else on the sea. Rather, they are ports that are (sorta) frequented sometimes by pirates, but they are clearly urban sourcebooks that detail a city that is rife with organized (and unorganized) crime. They both are more The Godfather in many ways than they are anything pirate-themed. This doesn't mean that they are bait and switch products, but if you really expect more piracy and find that pirates are only characters that you'd occasionally meet while in port, you might be disappointed. Personally, I prefer the urban crime more than high seas crime anyway.

Wednesday, December 23, 2009

Five Fingers: Port of Deceit

Well, I finished re-reading Five Fingers: Port of Deceit. I'm not going to give a full-on review of the product, but in continued the same impression I had of it vs. Freeport; I like the darker vibe of it. I also quite liked the organization of the book itself; the GM only chapter, the narrated player info chapters with incomplete info, and some very handy appendixes.
I should confess: I skipped over the few pages of mechanics. Feats, prestige classes, etc. I also only skimmed the mechanical gray boxes in text.
In any case, for my ongoing Freeport game, I'm going to incorporate a fair bit of Five Fingers flavor; in many cases, specific NPCs, plots and premises. The more I've tossed the two of them about together, the more of I've come to the conclusion that a fusion of them (plus any other fantasy WHoS&C--Wretched Hive of Scum & Villainy--I can manage to work in) is my best bet, rather than worrying too much about the specifics of each individual one.
So, what are some of those other fantasy WHoS&Vs that I'm working in? From literature, I've got Sanctuary of the Thieves World series, Haven of the Hawk & Fisher series (see the What I'm Reading sidebar) and of course the prototype for all of them, Fritz Leiber's Lankhmar. From gaming products, I've got obviously these two, but I'm also brushing up on some Paizo stuff; my Absalom and Katapesh sourcebooks in particular, some of the Riddleport and Korvasa material, and the new Cities of Golarion book, which I just picked up.
I can't at the moment predict what (if anything) I'll take from where, but it's nice to have a full barrel of ideas and concepts, so when I reach into the barrel because I need something, there's always something there for me to find. If nothing else, spending a few weeks steeping myself in WHoS&Viana lately has been kinda fun in its own right.

Friday, December 18, 2009

Freeportiana

I took The Pirate's Guide to Freeport, Buccaneers of Freeport and Cults of Freeport off my "What I'm Reading" list off there to the side. I actually finished reading The Pirate's Guide for the third (?) time cover to cover; the other two I read sections of, but for the time being I'm done. I'm not going to review them, because I've talked about them plenty in the past. I will say, however, that my needle is tipping slightly away from Freeport again. Slightly. I really like the map, and the set-up, and the basic layout of the setting. This time around, though, I found the general tone to be too campy for my taste. Even the Lovecraftian horror came across more as an esoteric in-joke or Easter egg rather than something truly horrific. What I've decided to do with my Freeport for the game I'm in now is to take the geography, many of the names and many of the locations (as needed) but otherwise import a lot of elements from Five Fingers that will bring the darker tone of that pirate city to Freeport. I think Five Fingers suffers a bit from overly complicated geography, and too many ties specific to the Iron Kingdoms campaign setting. At least, those are problematic given how I would want to use the material. So hybridizing Freeport and Five Fingers, getting mostly the geography from Freeport, and mostly the tone from Five Fingers seems like a great idea. While I'm at it, I think I'll probably re-read my Absalom book from Paizo, and maybe portions of my Katapesh book too. There's no harm in scouring sourcebooks for wretched hives of fantasy scum and villainy for material I can import. But first, I'm re-reading the Five Fingers book, and quite enjoying it. In fact, I'm going to import the gang-stuff wholesale; Mr. Wednesday has been mentioned, but isn't currently around (which is part of the initial mystery the PCs will have to resolve) and Finn never even existed at all. I'm all about Waernuk, Kilbride, Riordan and Hurley from Five Fingers. I'll probably also import the cult activity from Five Fingers almost wholesale too, although I might switch a few names around. It helps that I've envisioned Freeport's rival, Mazin, as Cryx, so they can jus slot into each other's places easy-peasy.

Thursday, May 29, 2008

Pirates

Perhaps the inspiration for the changes mentioned in my last post is how much fun I'm having running the "Mezzovian Main" game. Maybe its because for that game I whipped up a CD-R of mp3 soundtracks including all three Pirates of the Caribbean movies, all three Indiana Jones movies, both Mummy movies and Van Helsing (I realise a fourth Indy sountrack is now available—in fact I already have it—and that a third Mummy will be out before summer's over, but I made this CD-R at least six months ago) and I've been listening to it frequently while reading or otherwise puttering about the house. This in turn has prompted me to reread my systemless Pirates' Guide to Freeport book by Green Ronin which is an absolutely fantastic book, and very cleverly done. It also removes some of the campiness of the original d20 Freeport book for the 3e rules. A number of companion books have also been released providing rules support, further mechanical options, and in every way simply more detail period for d20 (D&D 3.5), True20 and Savage Worlds, with a Castles & Crusades companion on the way and a blog post by Chris "Famous Pramas" for adapting it into Warhammer Fantasy Roleplaying. Despite all these mechanical options, it's obvious where the settings roots lie: it's traditional D&D with a heavy flavor overlay of the "Golden Age" of Caribbean piracy and with roots digging deeply into Lovecraftiana. It's somewhat campy, melodramatic and fun, but not too campy or melodramatic meaning that it can be played pretty straight. I literally just finished rereading it last night and have immediately plowed into Five Fingers: Port of Deceit, and interesting comparison to the Freeport line because it uses very similar themes and imagery but it does so in a more serious fashion and despite the fact that its not systemless (being in fact a D&D book via that d20 license), the setting feels much less D&D-like than Freeport does. D&D and I have an interesting love-hate relationship; although I often scoff at obvious D&Disms and profess to eschew them, I find myself drawn back to many of them time and time again (hence the on again off again orcs in Dark•Heritage, although orcs are bigger than D&D certainly.) Right now, the fickle vagaries of my taste are much more tolerant of the D&Disms which leads to a slight favoring of Freeport over Five Fingers (previously I've said the opposite although it's always a photo finish between them.) I even kinda like the occasional campiness, something Five Fingers doesn't bother with. Five Fingers is like Charles Dickens—but without the plucky, curiously virtuous protagonists who always manage to rise above the dark, sooty nastiness that surrounds them; Five Fingers oozes dark sooty nastiness. In any case, I've always thought of Dark•Heritage as more of a setting for fiction than for gaming, although the various fiction attempts I'vemade have been short and abortive, while the gaming iterations have gone through a few successful versions now. Luckily, this change will not require me to make any changes to my novel outline, although I will have to go back and rework everything currently written to accomodate the changed details. Le sigh.

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.