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My own answers to the survey...
> 1. If you are familiar with the game (played before or read the rules),
> would you prefer a campaign game or a battle game?
Not really sure, some preference to campaign
> 2. What are the most attractive factors to that type of game?
Role playing, easier for players to come and go
> 3. What features of the other type of game are attractive to you?
Get to use the larger ships
> 4. Are you interested in helping GM? Are you the type who prefers to GM
> over playing (yes there are a few of us out there)?
Prefer to GM
> 5. How many hours would you feel like committing to the game?
I'm inclined to seriously consider limiting my involvement to about 6
hours on Saturday.
> 6. Do you have any thoughts on how better to run the game?
I think we need to set up Friday. This would allow all the time spent
Saturday to be actual play time (set up takes about 2 hours, perhaps a
little more).
I think I have gone overboard in the scenario islands. I think the next
game will be much more focused on battling other ships, but I will
probably still have some scenario islands. A thought which just rolled
through my mind is to recruit a player to run the islanders.
This brings some thoughts on creative ways to use assistants in running
the game. One thought is to have one or two players run the merchant and
navy ships. This would make sure these ships really get run. The players
running these ships would need to commit to making the game fun for all
since initially the navies would certainly outgun the pirates.
I would really like to do something to do a better job of establishing
the committed players. The past two years, we've started out with a
feeling of it being a small game, and that assistants would not really
be so necessary, and would limit the number of actual players. In both
games (more so the first year, but then the first year it was a very
novel game to the general fandom, and we were is a central location), we
wound up with more players than expected. I'd also really like to
recruit as assistants those who almost have a preference to GM, rather
than having someone feel they need to volunteer because they know the
rules and are committed to the game. A Friday setup will help since that
would give prospective players a chance to see us having fun setting up,
and have time to sign up. If setup went well on Friday, we could even
have a short battle game.
I will be examining the rules for ways to streamline them. I've got in
mind things like a "treasure deck" where I would draw one card per hull
class of merchant ship. I may simplify the weather (I'm not sure how
much the multiple wind speeds contribute, but it is important that wind
direction be used and that it change). I may look at starting players
off with bigger ships (though I hate to then dispense with the cutters,
though perhaps each player could be started with 2 or 3 classes of ship
- though this would complicate the game, though inexperienced players
could be given a single ship). Of course another thought is to try real
hard to come up with a way to run both a battle game and a campaign
game. By doing that, the big ships would get their glory in the battle
game, and the campaign game can settle for some players
making an upgrade to a class 2 or even class 3.
Well, that's enough thoughts for now.
Frank
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