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The Pirates of Drinax

Frewfrux

SOC-12
The Pirates of Drinax is advertised as "Possibly the best campaign ever published." For anyone here who's played this, does it hold up to such a claim? Why or why not?

I'm especially interested to hear *why* this might possibly be the best ever. Is it the amount of detail? Grand new concepts? Shear scope of the endeavour? All the above?
 
What I liked about the original campaign were the variety of cinematic episodes, and the vividness of the NPCs. In both respects the original Secrets of the Ancients (free downloads in 2013) were even better. However, SotA was more "railroady", which might not be your preference.
 
The Pirates of Drinax is advertised as "Possibly the best campaign ever published." For anyone here who's played this, does it hold up to such a claim? Why or why not?

I'm especially interested to hear *why* this might possibly be the best ever. Is it the amount of detail? Grand new concepts? Shear scope of the endeavour? All the above?


Having run it for a 5 year-long campaign, I would have to say that it's excellent for providing a framework for a non-railroading setting with an end goal and a lot of variability along the way. I was able to bring in old CT adventures such as Action Aboard/Adventures on the King Richard from FASA as well as utilize the Mongoose 2nd ed material and even slide in some of Michael Brown's "Amber Zone" style scenarios. They really put a lot of care and effort into making the campaign GM and player friendly and open-ended.
 
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