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ap!

 probably one of the most incredible RPG campaigns I have ever seen and the only real flaw
is that it's so huge, it would take a pretty long time to play through it all.

Pirates of Drinax is grounded in one of the classic kinds of stories — pirate stories. The ruler of
the world of Drinax, once capital of the Empire of Sindal, is now just a floating palace which
survived the Aslan attack which snuffed out the empire long ago. Its king hires the PCs to
become privateers and secret agents, part of a plan to revive the Empire. Adventures ensue!

It has three components - a guide to the Aslan and to the Trojan Reach, a campaign book, and
a spaceships book. (And an appendix book and a key prop.) The guide to the Trojan Reach is
incredible, giving detail to many, many worlds, each of which has some kind of adventuring
hook and some of which could be visited many times. Much of the reach is small states and
independent worlds and the gazeteer itself could be used for other campaigns in the same area
easily.

The campaign book lays out the basic objectives and presents ten adventures which are fairly
flexible and what you need to build your own, before tying everything up in a grand finale. If you
get so far, since this is a fairly long campaign, though you could edit its length.

I don't want to spoil the adventures, but I finally really grok the potential of this setting in ways I
did not before reading this book and they look incredible. Some will need some work but these
are ideal for players who want to be given a task and then figure out their own solution. A few
are plotted more tightly but most of them basically pose a problem and then PCs will then find
their own solution, depending on their skills and attitude. Combat, negotiation, and various kinds
of problem solving all have their place here.

As long as everyone buys into the 'you're going to be pirates' idea, this promises many, many
sessions of excitement. I hate to gush so unreservedly but I can't help it. This blows me away.
The same author did Eyes of the Stone Thief, which is also brilliant, if you like 13th age.

Physically, it's beautiful, with lots of good character portraits and art, and laid out beautifully; it
demonstrates how fancy RPG materials can be. There's a few moments where things get
revealed in adventures which would have been nice to be easier to find, though, things the
gazeteer doesn't mention. But it's not so common as to ruin it.

Well worth what I paid for it.

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