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Pirates and Privateers

Author: Timothy S. O'Brien
Category: game
Company/Publisher: West End Games
Cost: 18.00
Page count: 128
ISBN: 0-87431-294-9
Playtest Review by James Maliszewski on 06/04/98. Genre tags: none
Pirates and Privateers is an excellent and well-conceived supplement, adding a new field of swashbuckling adventure to the Star Wars roleplaying game. While the book concentrates on Rebel-sponsored privateers and related types, referees can easily use most of the information for other types of pirate campaigns. In fact, one of the reasons I so liked this supplement (aside from its excellent subject matter) was its versatility. Even referees who don't plan to focus their campaigns on pirates will find the wealth of information in Pirates and Privateers to be of great assistance.

The book is divided into several chapters, each of which covers a different facet of using pirates and privateers.

Chapter 1: Pirates and Privateers
The first chapter describes the differences between the various sorts of pirates and privateers of the Star Wars universe. This chapter is a good introduction for the uninitiated. It even includes a sample letter of marque and reprisal, a nice touch for those of us who enjoy these sorts of props for their games.

Chapter 2: Raiding
This chapter details the bread and butter of a privateer's life: commerce raiding. This chapter lays out a variety of tactics and actions used by pirates in their activities, including optional rules to simulate them better in the Star Wars game system. The information in this chapter is vital not only for background, but also as the means to provide the referee with adventure and campaign ideas.

Chapter 3: The Raider's Life
This chapter is essential if a referee intends to run a privateer campaign. It includes details of a pirate's life on board and off his ship. It likewise discusses the various reasons that beings turn to pirating. There's also the obligatory list of pirate jargon and slang.

Chapter 4: Plunder and Equipment
This chapter includes many new pieces of equipment for use in privateer campaigns. While many of them have uses outside of the pirate life, the bulk of them clearly serve a raider's existence. There are also some adventure hooks to aid the referee. I'm sure many people will find this chapter very enjoyable; I did not. That's a personal preference on my part. Star Wars has never really been about equipment and tech to me. The equipment from the basic rule book is usually enough for my adventures. However, others disagree. That said, this chapter isn't bad; it just doesn't seem necessary.

Chapter 5: Ships
The same holds true, I think, for this chapter. For one, whatever one's beliefs about the importance of equipment and ships in Star Wars, this chapter is too long (20 pages, in fact). Certainly, pirates need fast, well-armed ships and referees need opponents and targets for them. I don't dispute that. I do, however, question whether 20 pages of them are necessary.

Chapter 6: The Opposition
This is an excellent and nicely-done chapter. Naturally, pirates are going to have enemies and lots of them. This chapter details the independent and Imperial opposition to pirates. This chapter gives a lot of information to the referee and should provide plenty of adventure ideas. While the bulk of the chapter is devoted to the Empire, there is enough information on other enemies as well. I was particularly happy to see the security forces of the Corporate Sector Authority given same space in this section. My only complaint is a small one: there's little to no information on Rebel and New Republic forces in this chapter. This isn't a problem if you run a Rebel privateer campaign, but some people may find that they don't want to use that setting and would like additional information.

Chapter 7: Pirate's Gallery
This is a good chapter in that it describes a few sample pirates for use in any campaign. They run the gamut from Rebel privateers to more dastardly types. There's also a listing of several pirate groups as well.

Chapter 8: Ports of Call
This chapter details pirate hideouts and safe havens. It's got a lot of useful information in it that would be of the utmost use to a referee running a privateer campaign. In addition, the chapter makes reference to the various ports of call described in other West End supplements. That, I thought, was a nice touch. One of the things I enjoy about West End's Star Wars material (especially recently) is its self-consistency. This chapter only adds to my admiration.

Chapter 9: Campaigns
This is another nice chapter. While it's probably shorter than many would like, it does give a good starting point for referees who want to begin a privateer campaign. There is (at last) some information on running Imperial privateers in the New Republic era. There's also a nice list of corporations and groups that are frequently targeted by Rebel privateers. The list doesn't have a lot specific information, but it does add a lot of color to the setting.

Finally, there's a small collection of pirate templates at the end of the book.

Overall, Pirates and Privateers is a very nice supplement and one well-worth every serious Star Wars player's look. One of the truly nice things about it is how West End has yet again expanded the Star Wars universe beyond its usual Empire vs. Rebels beginnings. In my book, Star Wars is now the premier space opera/cinematic SF game. Pirates and Privateers gives me further reasons for believing this. Well done!   

Style: 4 (Classy and well done)
Substance: 5 (Excellent!)

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