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Subject: 
Re: ESPG rules considerations (was Re: Question about quality of Best Lock...
Newsgroups: 
lugnet.gaming
Date: 
Fri, 8 Oct 2004 01:06:25 GMT
Viewed: 
8259 times
  
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<--



Message has 2 Replies:
  Re: ESPG rules considerations (was Re: Question about quality of Best Lock...
 
(...) The Western theme could be a good game to break the ESPG for a bit. Using my pic from BF2004: (URL) attacking a wagon train or Indians doing a buffalo run, maybe the bad guys doing a bit of rustling: (URL) of these ideas might make a good (...) (20 years ago, 8-Oct-04, to lugnet.gaming)
  Re: ESPG rules considerations (was Re: Question about quality of Best Lock...
 
(...) I'll probably end up with RuneQuest since it is at least published. I do dislike the high level I hit he parries problem (though I point out GURPS actually has this problem also). I have found RuneQuest characters to be fairly different, it's (...) (20 years ago, 8-Oct-04, to lugnet.gaming)

Message is in Reply To:
  Re: ESPG rules considerations (was Re: Question about quality of Best Lock...
 
(...) I'll have to have a look at this also. I'm not absolutely wedded to a campaign game with ship upgrades (even in an 8 hour game, they barely come into play). Adding the other aspects of the campaign game (scenario islands and such) would be (...) (20 years ago, 7-Oct-04, to lugnet.gaming)

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