Look, I'm hyped up. Let's dive into SAIL! Off tops, the art from the Smithsonian Open Access Collection is just so cool and gives you a great vibe going in
Off tops we get the low down, Sail! Is a sail-clothe fantasy game, which is a distinction I absolutely LOVE. Elemental magic wielders, reanimated skeleton crews. MY SHIT
If your ttrpg doesn't have a section about the Politics of your system and design, that ain't it. Sail! In equal parts beings up the muddy waters of the Age of Sail and Piracy, and the intent in how this game is meant to be played.
The game assumes the players are quasi-heeoic, The Empire is an irredeemable force of evil and greed, it can only be disarmed which is such a good way of framing the conflict.
Just, idk it's so nice reading this system. I love how Bolt plays and the way the skills and attribut s work. Wealth maybe being my favorite, and I love the way of tackling it here. Seizing ships increasing your wealth score and ship repairs costing points. Much more streamlined.
Speaking of Skills, Magic. I really like the naming conventions like Wield Emotion, Wield Entreat. The connotations there are positive. Showcasing the amount of element that can be controlled related to skill level is such a nice touch.
THE EXAMPLE PERKS FOR ELEMENTAL STRIKES ARE SO COOL! The disarming water strike, or the entrapping earth technique
The sea has its roots in supernatural and folk stories. Having an ability that literally gives you a boon but at a great cost is BIG PIRATE ENERGY
Supernatural Masks is just a cool little bit, the game just says, "make your character cool and unique"
So many examples! I love having the templates up top and then letting everyone look through the premade backgrounds and roles.
Look I am a sucker for ability trees. Having feat chains of specific areas that just get doper and cooler is such a great thing. It allows you to have that mechanical advancement with a roleplay aspect as well
And then having feat pairs, where you get that perfect choice of one or none. Makes you really commit to a decision
I love that the magic is pretty open ended by the feats can allow you to have some options on deck, or help if you are having trouble putting that decision making into your own hands
I love vehicle rules that emphasize that your vessel is just as much a character as the partyyyyyyy
God I love everything about the Ships. The skills and attributes, Morale scores, crew and firepower skills. It's just so much fun and creativity and really makes the world feel alive
USING WEALTH AS THE XP FOR SHIPS IS SO FUCKING SMART
I love ship combat so much, it's just so much fun. The ability to use a ship and player skill with the example of taking a daring maneuver with the ship and hurling a fireball is just *chefs kiss*
I can visualize a chase a stormy sea, an enemy crew boarding and a daring fight to protect your crew
I also love having Surrendering being a recurring thing you almost have to fight against, and spending morale to increase the roll. The difficulty increases by how fucked up your ship is
A SHORE LEAVE MECHANIC! THE RP AND GET INTO SHENANIGANS IN PORT MECHANIC! I LOVE IT! I love having to wait for the ship to be fixed and the ways that shore leave can just be used to further everything
A GM section that tells you to have fun? And take care of yourself? Holy shit...I also love the table layouts. Suggesting having 2 GMs or even going for play by post or GM less games.
Overall, @calevmir hit it out of the fucking park.withnthis hack. It has everything you could want in a fantasy pirate world, with fun mechanics and the possibility for swashbuckling, interesting, dramatic encounters/adventures.
Buy it now: https://calevmir.itch.io/sail-rpg
Buy it now: https://calevmir.itch.io/sail-rpg