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Pilots' Almanac

Pilots' Almanac Capsule Review by Tatu Henttonen on 12/08/01
Style: 4 (Classy and well done)
Substance: 4 (Meaty)
Superb Hârn quality with some sticky rules.
Product: Pilots' Almanac
Author: N. Robin Crossby, Tom Dalgliesh
Category: RPG
Company/Publisher: Columbia Games Inc.
Line:
Cost: $ 21.98
Page count:
Year published: 1988
ISBN:
SKU:
Comp copy?: no
Capsule Review by Tatu Henttonen on 12/08/01
Genre tags: Fantasy Historical
Pilots’ Almanac is a maritime sourcebook for HârnWorld and HârnMaster. It’s published in 1988, and since Columbia Games didn’t use their ultimate binder system at that time, Pilots’ Almanac has the size and look of an ordinary limp cover booklet. And since it’s not very thick, you may think $21.98 is too much. But paying for superb quality is worth it. In addition to richly detaled articles, the book contains lots of Eric Hotz’s medieval illustrations and four spledid colourful maps.

Superb Hârn quality

Pilots’ Almanac makes it possible for PCs to go to sea and follow a career as pilot, pirate, shipbuilder or maritime trader. The book has a professional attitude, for it contains a vessel profile, crew list, cargo manifest and ship’s log. As a typical Hârn product, a lot more time has been spent on research work than with an average D&D sourcebook. And since HârnWorld is quite similar to our medieval England, missing details can be found from history books (not that I’ve found any).

The book is divided into five articles, each with its own pagination (as in all Hârn material). The articles are Pilot, Crew, Shipwright, Maritime trade and Port almanac. At the end of the book is an important six page Glossary which clarifys the terminology of seafaring for amateurs (like me). I think I already mentioned the four great regional maps which cover the whole northwest part of Lythia. (If you don’t already know, Hârnic maps are the best on the market and for a good reason.)

The articles give information of guilds, their hierarchy, wages and habits. A little more info about medieval seafaring in general would’ve been nice, but everything you need to play is at hand. Some fun and interesting details are revealed: ”The drinking water is fouled by organic growths within about twenty days of leaving port. Tales that water can be drunk only by holding nose and clenching the teeth (to strain it) are not exaggerated.” (Crew 4)

The Rolemaster syndrome

The Pilot article is centred on the game piloting rules. The book gives a very detailed system for seafaring and everything relating to it. The system is accurate and realistic, and every single part is solved with dice and charts. The skill system is from HârnMaster, but the rules can be converted to any system without difficulty. I think that is a great benefit, but I’m afraid that is the only one. . .

Except for maritime encounters, seafaring and piloting doesn’t contain any role-playing, and the whole system is spoiled by its accuracy. GM is buried in a heap of charts and sailing is mainly done by him while the players get bored (and so will GM). In the beginning the rules seem quite complicated, and though they are logical, they are complicated. GM should play a few practise voyages before she/he even considers to use the system in a game session. When the system is learned, it is still too slow for using it in a game session. Maybe the designers have forgotten that rules are meant for playing.

Since voyages are often secondary for the adventure (not always though), it is unreasonable to spend hours of valuable gaming time for a vessel to move from a place to another place. However, the piloting rules aren’t completely useless. GM may use them between sessions to solve voyages in a realistic manner (but reserve plenty of time!). If someone would convert these rules into a computer program, the slowness could be forgotten and only the realism would be left. That’d be great!

But these piloting rules are the heart of Pilots’ Almanac, and it is a bad thing that the designers have caught the Rolemaster syndrome. Though it’s hard to think how the rules could have been made faster without losing the great realism. Well, you can travel the seas without the piloting rules and use your own ultimate imagination system. It’s only good to have these rules at hand, so you don’t run out of ideas.

Design your own vessels (and be prepared for an impressive bill)

Another big part of Pilots’ Almanac is spent on presenting vessels and how to build them. Ten basic vessel types are given from a small lifeboat to a huge war galley with their purpose, history and origin. You can design your own vessels from these basic types as you like. I was really interested how these rules work out, and they work out well. Again, the system is realistic and slow, but the slowness can be forgiven now because ships are built rarely, and GM can build them on her/his own time. Of course you don’t have to build ships if you don’t want to since ten ready vessels are provided, but sacrificing a couple of hours is worth it. (At least if you are interested a bit.) Warning: A possible shipwreck is very very grievous when your own precious little vessel sinks into the realm of fishes.

Simple (!) rules are also given for obtaining crew and for maritime trade. They are both so easy and fast that you can use them with pleasure. Trade is passed by a bit too fast though it’s told that a whole trade and economic module may be published. (Yeah, sure. First we got to get those ten others out.)

Port Almanac contains long lists of the ports of the northwest Lythia. All needed information is given like the quality of shipwrights and the port fees. Typical thoroughness, for Hârn is still the most detailed gaming world on the market (should I say, for a good reason).

So?

As a whole, Pilots’ Almanac is a fine and important module. It goes through all the essential facts concerning Hârnic and medieval sailing, and though it is centred on game rules, it is a good sourcebook for vessels and seafaring in general. There’s no scenario ideas or storys in the book, but that would be too much asked. Pilots’ Almanac is absolutely worth buying for everyone whose campaing isn’t situated in a place like Sahara. This book deserves its place beside other Hârn stuff.

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