Subject:
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Re: ESPG Rule Mod?
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Newsgroups:
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lugnet.gaming
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Date:
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Wed, 28 Apr 2004 06:02:17 GMT
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Viewed:
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4634 times
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In lugnet.pirates, Chris Yoder wrote:
> Reading some accounts of pirates, I notice they tended to add weapons to
> their ships. Is there any reason why a player in ESPG couldn't add extra
> cannons to their ships? I mean, as long as they buy or get them somehow via
> the game system. One more canon isn't going to sink a ship. The only
> downside is that there will be less room on the model for crew. I'm unsure
> if this would break any play balance as all the players could do it if they
> so desired. I'm also thinking of add draft as in the draft of your ship is
> equal to the class.
The ships don't seem to be truly representative of their real-world
counterparts. I doubt a cutter would be manned by a 6-person crew any more than
it would be carrying only one cannon. The rules really should be somewhat
pirate-centric, given that it's a "pirate game". Merchant ships are briefly
mentioned as having less crew, but I couldn't find any mention of them having
less cannon. I doubt pirate ships would be much different than Naval vessels in
terms of armament, since they're both out looking for a fight, but cannons are
heavy and they take up space, so merchants generally limited the number to
increase both their speed and their cargo-carrying capacity. One way of
signifying the difference without stepping outside of the rules very much would
be to knock one or two guns from each merchant ship, while keeping the naval and
pirate ships at their standard levels. After all, the standard cutter looks
pretty cramped with just one cannon as it is (though not as badly as the Harbor
Sentry).
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