Green Ronin Designer Spotlight
Black Sails Over Freeport, the biggest Freeport adventure ever and the first mega-adventure for the 3.5 rules, will be upon us very soon now. We thought Freeport fans might be interested to get the authors' perspective on the book. Brian E. Kirby, Robert Lawson, William Simoni, and Robert J. Toth were kind enough to answer some questions about their baby--their big, big baby!
Q: Why should anyone buy this book?
A: Not anyone! GMs only!
Seriously, we hope that there will be something for
everyone in here. Our playtesters were a varied bunch;
from seasoned old (!) players to fresh-faced
3rd-Edition newbies - and everyone had a lot of fun.
Q: Does this adventure take place only in and around
Freeport or do the characters journey elsewhere?
A: And how. The main action takes place on the Islands
of the Damned--a mythical archipelago that appears
every century and a half and hides a god's ransom in
treasure. (Sort of a cross between Atlantis and
Brigadoon, with a little Bermuda Triangle thrown in
just because.) Each island is controlled by a
different villain, and each holds a different piece of
the puzzle the players will need to unlock the
treasure hoard.
We made sure to give each island a distinct mood, cast
of characters and set of challenges. In essence, every
island is its own mini-module, as different from the
rest as, say, "Expedition to the Barrier Peaks" is
different from "Tomb of Horrors."
That means all sorts of possibilities for the players.
They'll face classic dungeon crawls, beat-the-clock
races to safety, armies of undead, giant apes, flying
skulls--a great mix of hack-and-slash, problem-solving
and role-playing. And, of course, at the end of it all
is a huge stash of treasure. You can't spend it when
you're dead!
There's also plenty in the module for diehard Freeport
fans. If the Islands are the centerpiece of the
adventure, Freeport is the framework--it's where you
start, and where you finish (in the biggest
free-for-all the city has ever seen). The adventure
introduces an unlikely new contender for the Sea
Lord's throne and takes the players into unexplored
sections of the city, from the prison Hulks to the
Temple of the Pirate God. It also creates a detailed
mythology for Freeport's patron deity--and the cosmic
villain who wants to shower unholy love on the City of
Adventure.
Q: How did you get the idea for the book? What were
your influences in writing it?
A: We had a couple of very firm goals going in. We're
all fans of the "Power Behind the Throne" campaign for
Warhammer, and we wanted to take a crack at writing
something with the same scope and wickedness for D&D.
Along with that, we wanted to do something centered on
pirates: It seemed like a natural fit for Freeport,
and it hadn't been done on a large scale yet.
When the dust cleared, we ended up with a cosmic
swashbuckling treasure hunt that alluded to everything
from "Dawn of the Dead" to "Zardoz" to "Zelda." Don't
ask how.
Q: Will people need to know about Freeport in order to
play the adventure?
A: No. At the start of the module, we have two
possible entry points for the party. One is designed
for players that already call the city of adventure
their home. The other is designed for players fresh
off the boat experiencing the wretched hive of scum
and villainy for the first time. This concept is
carried on throughout the module, allowing players
with contacts in the city to use them while also
providing first timers with a path to follow. In
addition, ownership of the Freeport: City of Adventure
source book is not required to run this module. That
said, the beginning and end of the module take place
in and around Freeport, so groups that have knowledge
of the city and some history there will certainly
enjoy the module that much more.
In the spirit of the Freeport product line, it is also
possible for a game master to tailor this adventure to
her own campaign world. The movers and shakers in the
story are not part of the established Freeport history
and they can be replaced with a little effort by
groups or NPC's specific to your campaign world. And
since the main part of the module takes place in a
faraway archipelago of strange islands, setting up the
module in your campaign world should be a snap.
Q: Why did you guys write this module?
A: The simplest answer of course is that we got paid
to do it, but if that were true we would have some
serious problems. The idea of working together on a
project kind of grew out of our friendship and love of
gaming. The four of us have known each other since our
college days. We game together on a regular basis and
we often attend gaming conventions together. Some of
us have written things for Green Ronin in the past and
we were anxious to get another project going. Chris
told us he was looking for a mega-module for the
Freeport line so we jumped in. Each of us has
different strengths that we brought to the project and
our collaborative effort made this module a lot of fun
to design and, we think, a hell of a good adventure.
Q: Are there any new monsters in the book? If so, can
you give us an idea about what they might be without
giving too much away?
A: There are some new monsters, yes, as well as a
whole lot of ravenous, shambling, brain-hungry old
favorites--hopefully with a new twist or two! Plus, we
threw some pirates in there for good measure.
But despite what you may have heard on the Internet,
there are no vegepygmies! (OGC???)
Q: What are the ideal levels for the player
characters?
A: The module is designed to begin with a
well-balanced party of 4-6 players. Their average
party level should be around 6 to 7. Based on play
testing results, we anticipate that by the end of the
module, the characters could very well reach 14th-16th
level!
Q: You noted in the GR forums that the book doesn't
deal with Freeport's succession crisis. Why wasn't
that addressed?
A: Well, originally it was in the book. As the story
started to take shape we began cutting down the
threads about the succession in order to make room for
the rest of the plot. Eventually we decided that
dropping it altogether would be preferable to trying
to shoehorn it into what was already a pretty
complicated story. It is something we’d love to
resolve (or see resolved, if other designers end up
doing it), but we’ll have to see.
However, we do include an optional bit in the latter
section of the book that will allow you to shape the
succession in a manner of your choosing. And there is
the small manner of that rather unique addition to the
line of Sea Lord contenders...
Q: How long should it take my gaming group to play
this adventure?
A: That will depend somewhat on how often you play and
for how long. If you have a group of around 4 players
who play for about 4 hours a week, we’d estimate that
it should take you anywhere between 4-6 months.
Of course, your mileage will vary.
Q: How would you describe this adventure? Is it
role-playing, dungeon crawling, or problem-solving?
A: We touched upon this previously, but the book is
quite a bit of all three of those elements, actually.
We’ve tried very hard to create NPCs with some
depth--nowhere in the book will the NPCs simply help
the players just because they’re asked. We’ve given
the NPCs motivations as to what they want, why they
want it, and what it might take to convince them
otherwise.
Interacting with NPCs is a significant part of the
adventure’s problem-solving aspect. Many of them will
have information (or items) that the players will need
in order to move the adventure forward. Then again,
once your players have gotten what they think they
need, they’ll have a bunch of other problems to deal
with.
Black Sails also comes with dungeons aplenty--small
dungeons, big dungeons, flying dungeons, you name it.
And if you’re looking for something other than
underground combat, there are riots, chases through
city streets, and battles on the open seas thrown in
for good measure. If your players still want more when
they’re finished--well, maybe they should get some
help.
Q: Thanks for your time, fellas. I bet you're relieved the book is finally going to come out!
A: You can say that again. It's been a long road but we are very pleased with the results. We hope people have as much fun running it as we had writing it.
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