The appeal of Skull and Bones is laser focused. It’s about being on a boat. You have to want the fantasy of sailing big pirate boats and you need to not want much else for your time and money. You may come wanting to live the fantasy of being a ruthless waterborne pilferer, but to live that fantasy you first need to love sailing a boat in the direction of crafting materials.
In Skull and Bones you’re allowed to get off your boat, but only to interact with vendors, mission-givers, perhaps a buried treasure chest. In the vast island-dotted expanse of the Indian Ocean there are two major pirate settlements where blacksmiths, carpenters, refiners, and most contracts (missions) are doled out, both for the main quest and its endgame component.
There’s also a great rash of outposts that are functionally identical, playing host to a handful of vendors, the odd treasure chest and some perfunctory loot. You can’t whip your sword out and get all cutthroat. No, your violent