Review of 50 Fathoms
How I Review:
I don’t believe that everyone has the same tastes. Thus, I will do everything I can to place my personal taste and personal opinion as separate notes. These notes will not affect the rating of the review. They are only my personal thoughts and opinions. Thus, if I’m not into D20, Supers or art that includes nudity in an RPG, the review will state my opinions, but those opinions will not be reflected in the rating given to the product.
First Impressions
I’ve been somewhat familiar with Great White Games over the years, though more commonly as Pinnacle than GWG. Makers of Deadlands, Great White Games has earned my respect producing both interesting and strange settings. So, I might be a tad biased that this setting will need to live up to such an exotic reputation.
I met Shane for the first time at this GenCon. He is pleasant, genuine and a consummate businessman. I was impressed. He shared with me a few of his hopes and dreams, as well as a genuine interest in what I was working on. It’s always refreshing to meet someone who loves what he does, not to mention someone who shares a common interest.
I had not seen the Savage Worlds settings before GenCon 2005, besides a few ads on the web and I was quite impressed with their production values. GWG had arranged the books in an eye-catching display using two ten-by-ten slots right across from AEG.
50 Fathoms caught my eye right away. It has a cyan (light blue) cover with bright gold lettering and graphics. Situated as it was beside a book with a black cover, it stood out quite nicely in the glaring incandescent lights of the convention hall.
When I approached Shane with the idea of swapping for my own product (which I will not pimp in someone else’s review!), he informed me that he already had a copy. Then he smiled and said, “But, you know, I think my brother would like to have a copy…” He handed 50 Fathoms into my grateful hands with a smile. It was then that I decided that the best way I could repay him for his kindness was through a review.
My first impression of the book: 144 pages, hardbound, black and white content. $29.95 cover price.
Skimming Through
The artwork is the kind of stuff that I really dig. It’s black and white, pencil and ink. There’s a solid, continuous feel to the artwork. Style and layout compliment the art, presenting a pirate setting that is strange, unusual and quite exotic.
The setting is detailed, without being overdone. And I have to mention that some of the races had me grinning and even laughing. I was most pleased to discover a Cthulhu-esque squid race--the Kraken--which brought the smile to my lips. It was, however, the Scurillians that made me laugh. Giant crab-people. Yes, really. And they’re really kinda fun! All the races are well-done, presented in a single page, with an accompanying image and are quite apropos to a water-world setting full of pirates and high-seas adventuring.
Page-by-Page Examination
The first thing of note in my page-by-page examination is the map. I love maps and this one was no disappointment. Just looking at the map had my mind already dancing with possible scenarios and adventures. The islands, cities, land-masses and locales are delightfully presented and named. It is clearly a fantastic world, a place of otherworldly delight.
The motif throughout the book for chapter headings, section titles and descriptive text carries the tattered map look. This is enhanced with a script that is reminiscent of hand-written notes on maps and scrolls. It’s a simple, yet effective method to convey the setting without a lot of work, and a wonderful visual cue to draw one into the world.
The races are listed early and I find that quite appealing. I’ve mentioned my two favorites, but there are a total of 9 player races. There is an interesting array of unusual races that should provide something for even the most unusual tastes. Most are centered on a water-based motif--from the Doreen to the Kehana--but I was quite pleased to see the lack of “mermaids” and “mermen”. The only complaint I have about the races is that I’d like to see the Octopons made into a player race. However, moving such a menacing creature from the bestiary to the PC race section may create balance issues. They are still quite cool, nonetheless.
After the races and character generation section, gear and equipment immediately follows. At first I thought it unusual not to list equipment more toward the end of the book, but it really does help with the setting. Not to mention that it’s easy to create characters and outfit them without the players digging through the whole book, and thus revealing some of the more hidden details that GMs might prefer to keep obfuscated.
The detail of common ships--including stats, cost and basic information--follows after the character equipment. I would have personally liked to see example images of these vessels, but in a product only 144 pages in length, there must be some sacrifices made.
The setting rules and gazetteer provide some simple, yet easily accommodated details for those who enjoy a light-hearted, fantasy setting with high-seas and pirates. There is enough detail to get a solid feel for the world, enough to really enjoy the world, without so much that one feels the need to add “swabbing the deck” as a skill to one’s character.
There is even a short, single-page lexicon of “Pirate Lingo” to help with the feel of the setting. And, finally, the player’s section concludes with the details of the magic of the world.
From here, the book moves into the GameMaster’s section--called the “Captain’s Log”. This is where I see the real heart of the gameworld--and the real worth to the purchase.
The GameMaster’s section contains not only the background history of the locations, but Plot Points, Savage Tales, Adventure Generator and other tidbits that make a GM’s life easier. Plot Points provide a means for the GM to weave a tale that will “solve the world”, as it were. It is a series of secrets that can be woven into the campaign to create a story that will present the world in all its glory to the players.
Tied to the Plot Points are the Savage Tales. Where the Plot Points are the wind in your sails, the Savage Tales are the treasure chests in your hold! These are the real meat of the world and provide a GM with complete adventure material. This material is sufficient for a solid evening’s play--and can be strung together to provide a thorough campaign setting.
Boasting a substantial 48 Savage Tales is not enough, however. There is also the Adventure Generator--a quick means of creating a “typical” random adventure for the setting. This can be tied to a listing of 22 sub-plots and two pages of random treasure generation.
Rounding out the book is an imaginative smattering of creatures, crawlies and cretins to throw at your hearty adventurers. There is everything from Bloodfish, to Octopons, to Zombies--and quite a mix in-between! The last element is a wonderfully detailed index. Even though the book is short, Shane was kind enough to be sure to include a good index. Bless you, Shane! :)
It’s a shameless metaphor, but the book is a treasure-trove for adventure, exploration, piracy and hijinks on the high-seas. If pirate games, sea-based adventure or treasure hunts are your thing, then you should definitely take a gander at this little lovely bauble of treasure delight.
Prose
50 Fathoms is written well. It has an easy flowing style, filled with hooks that liven up the world. The writing gives a clear sense of the world and I must hand it to Shane that he created a very cool and imaginative place to play. There’s really nothing much to say here except that I was quite happy with the writing.
Art
I am a fan of simple, black and white pencil and pen artwork. 50 Fathoms is populated with a plethora of exactly that kind of artwork. The art is a superb complement to the imaginative writing and creative world design. As much--perhaps more--than the writing, the artwork truly gives a sense of the world and makes me want to play here more than anything else.
Opinion
I’ve always liked pirates. I played 7th Sea from the earliest days after it was released. Some of my heroes include Horatio Hornblower and John Paul Jones. From my earliest days in school, I have loved stories of iron men and wooden ships. Before I saw 50 Fathoms, however, I never really thought much about including a fantasy element into the world. Crabmen? Squidpeople? Fishmen? Elfie-esque people? Orc-like folks? In a swamped and sunken world of piracy and magic?
YAR! Avast, matey! Thar’s sails off the starboard bow! Unfurl the sails and all hands to the rigging! I smell treasure in the pages of 50 Fathoms!
Conclusion
I’ve never actually played Savage Worlds, but this book makes me want to not only play it--but look into more of the settings. I highly recommend 50 Fathoms.
I was planning to rate 50 Fathoms as "Average" for content, until I really thought about it:
9 Unusual and unique player races
48 Adventures
22 Sub plots
Adventure Generator
Treasure Generator
A complete world that is fun, exotic and makes sense.
It's worth more than just "Average".
"Meaty" doesn't describe the value for the dollar.
Thus, I am forced to give it an "Excellent" rating.
It would take me years to play through this book completely--which is much more than I can say for most products on the market.
(I have noted that this is a "comp copy" for the review. In point of fact, I traded my own product for a copy. I did not receive a free copy.)
I don’t believe that everyone has the same tastes. Thus, I will do everything I can to place my personal taste and personal opinion as separate notes. These notes will not affect the rating of the review. They are only my personal thoughts and opinions. Thus, if I’m not into D20, Supers or art that includes nudity in an RPG, the review will state my opinions, but those opinions will not be reflected in the rating given to the product.
First Impressions
I’ve been somewhat familiar with Great White Games over the years, though more commonly as Pinnacle than GWG. Makers of Deadlands, Great White Games has earned my respect producing both interesting and strange settings. So, I might be a tad biased that this setting will need to live up to such an exotic reputation.
I met Shane for the first time at this GenCon. He is pleasant, genuine and a consummate businessman. I was impressed. He shared with me a few of his hopes and dreams, as well as a genuine interest in what I was working on. It’s always refreshing to meet someone who loves what he does, not to mention someone who shares a common interest.
I had not seen the Savage Worlds settings before GenCon 2005, besides a few ads on the web and I was quite impressed with their production values. GWG had arranged the books in an eye-catching display using two ten-by-ten slots right across from AEG.
50 Fathoms caught my eye right away. It has a cyan (light blue) cover with bright gold lettering and graphics. Situated as it was beside a book with a black cover, it stood out quite nicely in the glaring incandescent lights of the convention hall.
When I approached Shane with the idea of swapping for my own product (which I will not pimp in someone else’s review!), he informed me that he already had a copy. Then he smiled and said, “But, you know, I think my brother would like to have a copy…” He handed 50 Fathoms into my grateful hands with a smile. It was then that I decided that the best way I could repay him for his kindness was through a review.
My first impression of the book: 144 pages, hardbound, black and white content. $29.95 cover price.
Skimming Through
The artwork is the kind of stuff that I really dig. It’s black and white, pencil and ink. There’s a solid, continuous feel to the artwork. Style and layout compliment the art, presenting a pirate setting that is strange, unusual and quite exotic.
The setting is detailed, without being overdone. And I have to mention that some of the races had me grinning and even laughing. I was most pleased to discover a Cthulhu-esque squid race--the Kraken--which brought the smile to my lips. It was, however, the Scurillians that made me laugh. Giant crab-people. Yes, really. And they’re really kinda fun! All the races are well-done, presented in a single page, with an accompanying image and are quite apropos to a water-world setting full of pirates and high-seas adventuring.
Page-by-Page Examination
The first thing of note in my page-by-page examination is the map. I love maps and this one was no disappointment. Just looking at the map had my mind already dancing with possible scenarios and adventures. The islands, cities, land-masses and locales are delightfully presented and named. It is clearly a fantastic world, a place of otherworldly delight.
The motif throughout the book for chapter headings, section titles and descriptive text carries the tattered map look. This is enhanced with a script that is reminiscent of hand-written notes on maps and scrolls. It’s a simple, yet effective method to convey the setting without a lot of work, and a wonderful visual cue to draw one into the world.
The races are listed early and I find that quite appealing. I’ve mentioned my two favorites, but there are a total of 9 player races. There is an interesting array of unusual races that should provide something for even the most unusual tastes. Most are centered on a water-based motif--from the Doreen to the Kehana--but I was quite pleased to see the lack of “mermaids” and “mermen”. The only complaint I have about the races is that I’d like to see the Octopons made into a player race. However, moving such a menacing creature from the bestiary to the PC race section may create balance issues. They are still quite cool, nonetheless.
After the races and character generation section, gear and equipment immediately follows. At first I thought it unusual not to list equipment more toward the end of the book, but it really does help with the setting. Not to mention that it’s easy to create characters and outfit them without the players digging through the whole book, and thus revealing some of the more hidden details that GMs might prefer to keep obfuscated.
The detail of common ships--including stats, cost and basic information--follows after the character equipment. I would have personally liked to see example images of these vessels, but in a product only 144 pages in length, there must be some sacrifices made.
The setting rules and gazetteer provide some simple, yet easily accommodated details for those who enjoy a light-hearted, fantasy setting with high-seas and pirates. There is enough detail to get a solid feel for the world, enough to really enjoy the world, without so much that one feels the need to add “swabbing the deck” as a skill to one’s character.
There is even a short, single-page lexicon of “Pirate Lingo” to help with the feel of the setting. And, finally, the player’s section concludes with the details of the magic of the world.
From here, the book moves into the GameMaster’s section--called the “Captain’s Log”. This is where I see the real heart of the gameworld--and the real worth to the purchase.
The GameMaster’s section contains not only the background history of the locations, but Plot Points, Savage Tales, Adventure Generator and other tidbits that make a GM’s life easier. Plot Points provide a means for the GM to weave a tale that will “solve the world”, as it were. It is a series of secrets that can be woven into the campaign to create a story that will present the world in all its glory to the players.
Tied to the Plot Points are the Savage Tales. Where the Plot Points are the wind in your sails, the Savage Tales are the treasure chests in your hold! These are the real meat of the world and provide a GM with complete adventure material. This material is sufficient for a solid evening’s play--and can be strung together to provide a thorough campaign setting.
Boasting a substantial 48 Savage Tales is not enough, however. There is also the Adventure Generator--a quick means of creating a “typical” random adventure for the setting. This can be tied to a listing of 22 sub-plots and two pages of random treasure generation.
Rounding out the book is an imaginative smattering of creatures, crawlies and cretins to throw at your hearty adventurers. There is everything from Bloodfish, to Octopons, to Zombies--and quite a mix in-between! The last element is a wonderfully detailed index. Even though the book is short, Shane was kind enough to be sure to include a good index. Bless you, Shane! :)
It’s a shameless metaphor, but the book is a treasure-trove for adventure, exploration, piracy and hijinks on the high-seas. If pirate games, sea-based adventure or treasure hunts are your thing, then you should definitely take a gander at this little lovely bauble of treasure delight.
Prose
50 Fathoms is written well. It has an easy flowing style, filled with hooks that liven up the world. The writing gives a clear sense of the world and I must hand it to Shane that he created a very cool and imaginative place to play. There’s really nothing much to say here except that I was quite happy with the writing.
Art
I am a fan of simple, black and white pencil and pen artwork. 50 Fathoms is populated with a plethora of exactly that kind of artwork. The art is a superb complement to the imaginative writing and creative world design. As much--perhaps more--than the writing, the artwork truly gives a sense of the world and makes me want to play here more than anything else.
Opinion
I’ve always liked pirates. I played 7th Sea from the earliest days after it was released. Some of my heroes include Horatio Hornblower and John Paul Jones. From my earliest days in school, I have loved stories of iron men and wooden ships. Before I saw 50 Fathoms, however, I never really thought much about including a fantasy element into the world. Crabmen? Squidpeople? Fishmen? Elfie-esque people? Orc-like folks? In a swamped and sunken world of piracy and magic?
YAR! Avast, matey! Thar’s sails off the starboard bow! Unfurl the sails and all hands to the rigging! I smell treasure in the pages of 50 Fathoms!
Conclusion
I’ve never actually played Savage Worlds, but this book makes me want to not only play it--but look into more of the settings. I highly recommend 50 Fathoms.
I was planning to rate 50 Fathoms as "Average" for content, until I really thought about it:
9 Unusual and unique player races
48 Adventures
22 Sub plots
Adventure Generator
Treasure Generator
A complete world that is fun, exotic and makes sense.
It's worth more than just "Average".
"Meaty" doesn't describe the value for the dollar.
Thus, I am forced to give it an "Excellent" rating.
It would take me years to play through this book completely--which is much more than I can say for most products on the market.
(I have noted that this is a "comp copy" for the review. In point of fact, I traded my own product for a copy. I did not receive a free copy.)

