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Freeport: The City of Adventure (d20 System)

Freeport: The City of Adventure (d20 System)

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Rating: 4 stars
Summary: Freeport: A Schizophrenic Pirate Setting
Review: "Freeport: City of Adventure" is a sourcebook for setting Dungeons and Dragons games in Freeport, a former pirate city now turned a rough-and-tumble port city trying (most of the time) to go legit.

Published in a hardcover format by Green Ronin, "Freeport: City of Adventure" is an attractive and well-designed book. While not as content-dense as, say, Wizard of the Coast's various Forgotten Realms sourcebooks - the difference in type size and white space is striking - the overall high quality and narrow focus of "Freeport" still makes this an excellent value for those interested in pirate and nautical adventures.

The book features a good timeline for Freeport and the region - in theory, it can be dropped into any large maritime trade lane in any setting, and it works best when placed in such a context - that is carefully generic enough to be able to fit into most settings with a minimum of fuss. (There need to be multiple competing political powers and shipping routes, which most settings have. The only setting I can think of off the top of my head that would have difficulty fitting in Freeport would be a Dragonlance campaign, although I suspect it could be done. Setting Freeport in the Iron Kingdoms - which works well in a number of ways - would require tweaking the religions found in the city as well as some of the races, but neither would be an insurmountable obstacle.)

This is followed by extensive information about the city, quarter by quarter. For the most part, the book focuses on highlights from each area, but sufficient information is given for each quarter that most Dungeon Masters will feel very comfortable setting action there, while still leaving enough room for their own creations, or additions from other books. (There are subsequent books in the Freeport line that do just this, and the setting also works extremely well with Citybook II: Port of Call from Flying Buffalo.)

Finally, there are new rules, including prestige classes, a new NPC class, a host of pirate-flavored spells (one tattooing a treasure map on the back of the subject, and then wiping their memory of where the map actually depicts is a particular winner) and some modest gunpowder rules. Some adventure seeds are also provided.

One thing potential buyers should be aware of is the somewhat schizophrenic tone of the book. For one thing, Chris Pramas and the other contributors are squarely in the camp of putting in overtly humorous characters and situations in the book, as well as some slightly anachronistic material. Elements like a daily newspaper (well, news sheet) feature strongly in the setting. While not a big deal taken individually, it creates a rather different tone than in most D&D settings, something some DMs might find jarring. The humor in the setting (including character names that are obvious allusions to popular media characters) is something many DMs will also want to scan for ahead of time and change as needed.

The issues of tone also apply to how "bad" Freeport really is. The hype on the back of the book, and in marketing hype in general, talks about how dangerous and deadly the city is. In reality, Freeport doesn't come off particularly more dangerous than any fantasy city - how criminal and corrupt is a town where drugs are outlawed? Compared to the TSR-licensed setting of Lankhmar, or Judges Guild's various city states, Freeport is Disneyland. Criminal activity in town is surprisingly mild and gang activity is more interesting than threatening. Still, it won't be too much work for a DM to crank the level of illegality up a few notches, but it's puzzling that it was set so low to begin with.

Finally, the book tries to have it both ways vis-à-vis gunpowder. While gunpowder is anathema to many D&D games, it's also hard to picture pirates without flintlock pistols and cannons blazing. Modest gunpowder rules are supported in the back, as an option, but the rest of the setting bends over backwards to create magical alternatives to gunpowder, and mostly it's just awkward - the city is defended by enormous cannon-style wands that use unique rules, don't resemble any other magic in the D&D game, and neither scratch the itch gunpowder-use pirate groups will want, nor fits seamlessly into standard gunpowder-free D&D. Probably the best bet would be to use gunpowder but say that the materials used to create it only come from secret locations far at sea, and the cost of creating it is prohibitive on the mainland, even if someone knew how to do it.

Having said all that, Freeport has a charm and a freewheeling style that's hard to match and is a great contrast to the more generic D&D published settings that groups were stuck with prior to the advent of the Open Game License. Where once groups had their choice of nearly identical-in-tone Greyhawk, Forgotten Realms and Dragonlance settings, today players can find such wildly diverse top-drawer settings as Hollowfaust, Redhurst and Freeport. Freeport especially is supported with a line of supplements that expand and build off the setting, including the mega-module "Black Sails over Freeport" (which fleshes out the Pirate God, the one generic element in this work that should never have been left generic). It's a pirate's booty of riches, and Freeport is one of the brightest treasures.

Recommended for D&D groups looking for a swashbuckling setting. Groups using the duelist prestige class or swashbuckler core class from "The Complete Warrior" will particularly find Freeport to be a good home base for their adventures.

Rating: 4 stars
Summary: Freeport: A Schizophrenic Pirate Setting
Review: "Freeport: City of Adventure" is a sourcebook for setting Dungeons and Dragons games in Freeport, a former pirate city now turned a rough-and-tumble port city trying (most of the time) to go legit.

Published in a hardcover format by Green Ronin, "Freeport: City of Adventure" is an attractive and well-designed book. While not as content-dense as, say, Wizard of the Coast's various Forgotten Realms sourcebooks - the difference in type size and white space is striking - the overall high quality and narrow focus of "Freeport" still makes this an excellent value for those interested in pirate and nautical adventures.

The book features a good timeline for Freeport and the region - in theory, it can be dropped into any large maritime trade lane in any setting, and it works best when placed in such a context - that is carefully generic enough to be able to fit into most settings with a minimum of fuss. (There need to be multiple competing political powers and shipping routes, which most settings have. The only setting I can think of off the top of my head that would have difficulty fitting in Freeport would be a Dragonlance campaign, although I suspect it could be done. Setting Freeport in the Iron Kingdoms - which works well in a number of ways - would require tweaking the religions found in the city as well as some of the races, but neither would be an insurmountable obstacle.)

This is followed by extensive information about the city, quarter by quarter. For the most part, the book focuses on highlights from each area, but sufficient information is given for each quarter that most Dungeon Masters will feel very comfortable setting action there, while still leaving enough room for their own creations, or additions from other books. (There are subsequent books in the Freeport line that do just this, and the setting also works extremely well with Citybook II: Port of Call from Flying Buffalo.)

Finally, there are new rules, including prestige classes, a new NPC class, a host of pirate-flavored spells (one tattooing a treasure map on the back of the subject, and then wiping their memory of where the map actually depicts is a particular winner) and some modest gunpowder rules. Some adventure seeds are also provided.

One thing potential buyers should be aware of is the somewhat schizophrenic tone of the book. For one thing, Chris Pramas and the other contributors are squarely in the camp of putting in overtly humorous characters and situations in the book, as well as some slightly anachronistic material. Elements like a daily newspaper (well, news sheet) feature strongly in the setting. While not a big deal taken individually, it creates a rather different tone than in most D&D settings, something some DMs might find jarring. The humor in the setting (including character names that are obvious allusions to popular media characters) is something many DMs will also want to scan for ahead of time and change as needed.

The issues of tone also apply to how "bad" Freeport really is. The hype on the back of the book, and in marketing hype in general, talks about how dangerous and deadly the city is. In reality, Freeport doesn't come off particularly more dangerous than any fantasy city - how criminal and corrupt is a town where drugs are outlawed? Compared to the TSR-licensed setting of Lankhmar, or Judges Guild's various city states, Freeport is Disneyland. Criminal activity in town is surprisingly mild and gang activity is more interesting than threatening. Still, it won't be too much work for a DM to crank the level of illegality up a few notches, but it's puzzling that it was set so low to begin with.

Finally, the book tries to have it both ways vis-à-vis gunpowder. While gunpowder is anathema to many D&D games, it's also hard to picture pirates without flintlock pistols and cannons blazing. Modest gunpowder rules are supported in the back, as an option, but the rest of the setting bends over backwards to create magical alternatives to gunpowder, and mostly it's just awkward - the city is defended by enormous cannon-style wands that use unique rules, don't resemble any other magic in the D&D game, and neither scratch the itch gunpowder-use pirate groups will want, nor fits seamlessly into standard gunpowder-free D&D. Probably the best bet would be to use gunpowder but say that the materials used to create it only come from secret locations far at sea, and the cost of creating it is prohibitive on the mainland, even if someone knew how to do it.

Having said all that, Freeport has a charm and a freewheeling style that's hard to match and is a great contrast to the more generic D&D published settings that groups were stuck with prior to the advent of the Open Game License. Where once groups had their choice of nearly identical-in-tone Greyhawk, Forgotten Realms and Dragonlance settings, today players can find such wildly diverse top-drawer settings as Hollowfaust, Redhurst and Freeport. Freeport especially is supported with a line of supplements that expand and build off the setting, including the mega-module "Black Sails over Freeport" (which fleshes out the Pirate God, the one generic element in this work that should never have been left generic). It's a pirate's booty of riches, and Freeport is one of the brightest treasures.

Recommended for D&D groups looking for a swashbuckling setting. Groups using the duelist prestige class or swashbuckler core class from "The Complete Warrior" will particularly find Freeport to be a good home base for their adventures.


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