Subject:
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Re: ESPG rules considerations (was Re: Question about quality of Best Lock...
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Newsgroups:
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lugnet.gaming
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Date:
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Fri, 8 Oct 2004 01:06:25 GMT
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Viewed:
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8259 times
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In lugnet.gaming, Frank Filz wrote:
> Bruce Schlickbernd wrote:
> > I've been meaning to go back and develop my own rules again. I kinda
> > abandoned it because SJ's used the exact same ship class method I was
> > intending to use, and I didn't want to reinvent the wheel if I didn't
> > have to.
>
> This would be quite cool. What is stopping me from really working on
> something is a lack of at least one more local Pirate Fan to bounce ideas
> off of and players to play test with. Lots of ideas have been tossed around
> on ways to improve the game, but without play testing, I'm reluctant to
> really do much, thus my interest in finding a well accepted set of
> miniatures rules that could be adapted with minimal effort.
A lot depends on which way you want to go - role-playing or straight miniatures
gaming. With role-playing people can join and leave at their leisure, but it
leaves a lot of work and unfocused effort. Essentialy, a bunch of one-on-one
encounters (vis-a-vis the player and gamemaster) are being run simultaneously.
It does give a good feeling of scattered anarchy appropriate to pirates, but
takes a lot to keep everything moving and a while before any interaction between
players takes place (if any).
I tend to think in terms of scenarios rather than straight role-playing. For
example, merchant convoy with guard attacked by pirate flotilla. Or port raid
a'la Drake or Morgan. Or even a small duel with more involved skirmishing rules
for individual figs on two ships (Blackbeard vs. Lt. Maynard, for example).
Players take ships/crew on either sides, and may have conflicting goals with
players on their own side. Or just a grand Napoleonic/Armada fleet action.
>
> I've reached a stage in my gaming life where I'd rather stick with known
> systems that work rather than screw with things that need tuning. This is
> more of an issue with RPGs where I have decided that I just need to settle
> on RuneQuest and Cold Iron (a college friends homebrew).
I had my own system for many years, but as the core players moved away with
their own lives, it seemed easier just to pick a set of rules so that new
players could buy it and learn it on their own, or be recruited from people
already familiar with the set. Eventually I settled on GURPS after flirting
with the HERO system. I hated Runequest's endless-parry-everyone-is-the-same
system. I loved HERO, but it was too much work for the GM and the players.
>
> I've also been considering abandoning Pirates and doing Wild West where
> there are a number of good skirmish level games. Wild West would also be a
> little easier to transport by air I think.
Pirates is difficult to transport. With Castles, the most I need is one castle,
or just the troops. Wild West has the big advantage of really small numbers of
figs, but might require a more elaborate set.
-->Bruce<--
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