If you're looking for pirate stuff to add to your DnD Campaign this book has it. If you're looking for pirate roleplaying in a Caribbean setting, the authors have done a marginal job of research. Sure you've got the list o'famous pirates ripped off from the Kid's Own Pirate Book at the local library, but these guys know very little about the Caribbean and not much about piracy in the Caribbean. For a book that purports to focus on piracy from 1690 to 1720 there are very strange gaps and contradictions. St. Eustatius the wealthiest Dutch trading colony and prime place to sell pirated and privateered goods is entirely absent from both the map of the Caribbean and the gazetteer of islands. Martinique is listed as very fertile with thousands of settlers and tens of thousands of slaves, yet neither produces and nor demands products? Yes, the French government bans any trade that doesn't go through France, but this is supposed to be a pirate game! Either you're going to be smuggling things in and out or you'll be raiding those French trade ships. There is no real explanation of the politics or history of the era, just dribs and drabs tossed in as 'scenario' seeds. It is instructive that there is no bibliography or recommended reading section, the authors clearly haven't done much. One wonders if they have even looked at Fodor's Travel guide to the Caribbean. The authors have self-consciously modeled their vision of the Caribbean on Tim Power's novel "On Stranger Tides," but Powers had actually read DeFoe's "The Pyrates" and other historical sources. If you want to run a historical campaign, fantasy influenced or not, this book does not give a GM a coherent set of information to work with, leaving the GM to do research without so much as a few suggested books. You get the feeling they spent all their time tweaking feats and thinking up spells, but little reading about pirates or the Caribbean. Actually the best RPG book in print about this era is "Furry Pirates" by Breakey and Thomas, which book also proves you can add fantasy ideas successfully to a campaign without ignoring history and geography. It's sad that this book is at best half a complete product since the same publisher did a great job with their "Testament" biblical RPG, weird too that they could find someone to do serious reading about the Bible and archaelogogy & Middle Eastern history, but no one to do the same about pirates and the Caribbean. If you want ready made 'pirate' classes, feats, spells, etc. this book is for you (hence 3 star rating); if you want a 'pirate' campaign setting it is not really here (this part gets 1 or 2 stars at best). Let the buyer beware.