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Announced: Sea of Thieves Roleplaying Game

Angle the sails! Man the cannons! Roll the dice!

Yesterday on Reddit and Twitter, Sea of Thieves announced their official roleplaying game.

We’re pleased to announce in partnership with Mongoose Publishing, the release of the Sea of Thieves Roleplaying Game. The Sea of Thieves Roleplaying Game is the only way to Be More Pirate on the tabletop!

Using the new Avast system, we’ve ensured you’ll be playing within minutes of opening the box set, setting out on a Voyage designed to introduce both players and Gamesmasters to the Sea of Thieves. You will soon be fighting skeletons, uncovering buried gold, and hunting down a deceitful captain!

The Sea of Thieves Roleplaying Game box set contains three books to get you voyaging quickly, a full set of tokens and cards to help manage your equipment and treasure, eighteen Legendary Dice, Pirate Ledgers to help keep track of your own pirate, and a giant poster map of the Sea of Thieves itself, marking every location that can be visited.

The set is due to ship in October 2019. However, those that preorder will immediately receive the PDF version of the game, so they can use the voyage books, tokens and cards to start playing right away.

But wait, there’s more! The game pack also comes with a code for the exclusive Lord Guardian Sails to be used in-game on Xbox and PC. 😍

Sea of Thieves Lord Guardian Sails

The roleplaying game is made by Mongoose Publishing, the team behind Paranoia.

Some discussion on the announcement thread on Reddit resulted inΒ some early impressions of the game from the PDF version by Reddit user Kitchner:

Initial thoughts are that this is very true to the video game and very much casual fun rather than [a] serious RPG. I play various RPGs with friends regularly and even something like Paranoia, which is definitely NOT serious in the slightest, is probably still less casual than this.

The basics are actually mostly what I guessed they would be, you have a number of dice to role to do something, and certain numbers (symbols on the fancy dice that come with it) are successes and some are failures. What is really interesting is they kept the system from Paranoia where the GM rolls no dice. Whether or not you get injured by an NPC in a fight etc is entirely based on player’s rolls.

The whole game is very true to the video game actually, it’s not been “RPG-ified” so theres no “cutlass of +3 pirate slaying” or whatever. Everyone’s weapons are the same and you can only carry two at once, and they are useful at different ranges. The tokens for supplies are basically “You have enough of them to do whatever you want, until you make a roll and it makes you lose a token” for the most part. Mermaids bring you back to your ship, and even dying sends you to the Ferry of the Damned for a couple of turns before you respawn. There is character progression but it’s very basic (essentially you get more dice the more you do stuff well, lose them when you die) so again keeping with the theme of the game.

On a scale from “Simple Boardgame” to “Super Serious RPG” I kind of put this in the middle. It’s more complex than a board game, as the GM has to create problems for the players to solve even if you’re using the voyages that come in the book. However, if you’ve never played an RPG before this is probably even more simple than playing something like DnD for the first time (which I think is one of the simpler RPGs out there, and it’s good because it’s simple!).

So I guess if you’re looking to create some sort of epic campaign for people to play and have some super in depth realistic pirate RPG experience, don’t buy this and instead use a more complex system.

[However], if you are new to RPGs or want something that you can literally play at the drop of the hat and just have fun, this is pretty good.

The designer of the game himself dropped in and replied:

Dude, I could not have summarized the game any better. You’re right, this game was designed to capture the spirit of the video game (because it’s awesome!) and be easy to learn and play. Cheers!

He continued later in the thread:

I’m biased, but in my 15+ years as a tabletop designer, I’ve never had better playtest results. Sure, we found mistakes, balancing issues, and whatnot, but literally every player enjoyed the game and wanted to know when it would be released.

It’s not super crunchy, so grognards and OSR folks might not be into the rules, but it does a great job of converting SoT goodness into a tabletop medium. (You can’t transfer all video game experiences to pen-and-paper, but you know what I mean.)


If you’re interested in a fun, table top, sword-dashing experience – pre-order the Roleplaying game here.

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