Subject:
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Numerous ESPG Thoughts
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Newsgroups:
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lugnet.gaming
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Date:
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Wed, 4 Apr 2007 00:50:50 GMT
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Viewed:
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8731 times
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Hello Pirate Game Friends:
The Explanation
So, Ive been asked to partcipate in a mini-private-game-con-thing (i.e. a party
amongst a group of friends at a private home that is being organized like a
weekend gaming convention). When I put forth a few options as to which game I
might run, the majority seemed interested in Evil Stevies...
First problem is, Ive never played the game. Always meant to. Much in the
same way I always meant to buy more than the first two Lego® Pirate Ships. But
time is on my side for this particular project. The event is not until
November. This gives me plenty of time (I hope) to access my renta-cave and dig
out enough brick for several cutters, islands, etc. And in the last few days I
took advantage of the excuse to buy some ship sets off BrickLink to supplement
my BSB and CC.
Meanwhile, the rules are not lengthy and Ive started to familiarize myself with
them already. I also read through a few of the more recent threads here on
Lugnet on the topic.
The Call for Advice
All that said, I am primarily posting to ask for any suggestions or advice
regarding what I should plan for or consider, particularly for a game session
that is as short as 4 - 6 hours...and involves players who are experienced
gamers, but unfamiliar with Evil Stevies in particular.
I am thinking a simple Sail and Shoot game (as opposed to a campaign style) is
my only option given the time restraints.
Comments on Prior Threads / Varying the Rules
I do want to add a few comments, while talking about ESPG. In prior threads, I
see Frank Filz encourages new GMs to follow just the rules as they are before
considering modifying the game with untested house rules. But one or two of my
players will end up playing royal seamen rather than pirates (due to what I have
available). That said, I was thinking of starting them off with more treasure -
and thus to end the game richer, their goal is not to hunt for gold, but rather
protect the gold they have. ...Maybe this isnt really a rule change so much as
a shoot-and-sail game with a slight scenario element. Has anyone ever tried
something to this effect?
Comments on Prior Threads / New Idea
Further, I see in prior threads time and again a problem some GMs have had is
that a fleet of Class 1s is better than a larger ship (say a Class 7) because
they are more maneuverable. Any game balance derived from the number of cannon
is further lost because cutters are often fitted with turntable turrets for
their one gun to be effective (presumably this design is common because the
example in the rules has this). Thus, a one gun cutter can bring all its
firepower to bare to both port or starboard, but a bigger ship with set gunports
presumably divides its guns between port and starboard. Thus (if Im right) a
Class 7 will only be able to bring three or four guns to bare at a time - unless
its crew mounts all 7 guns on one side - but that would leave the other side
defenseless! This versitility makes several Class 1s more effective in combat
and from what Ive read gives little incentive for players to want to get hold
of a large vessel.
I offer the following possible alternate rule to help with this issue. I
apologize now if this idea has already been discussed (heck it could even be in
the rules I just havent noticed it yet! Again I apologize if thats the case).
So my idea is this: Give the bigger ships a some value via game-mechanics, in
particular what I call hold size. Heres how this could work:
A single hold size is equal to one treasure chest or two small barrels. A
ship would not be permitted to carry more treasure than its hold size. The
capacity would increase on a graduated scale as the ship class increases, such
that two of one class would not have a capacity as great as one of twice the
class. Take this possible distribution for example:
Ship: -- Hold Size: -- Example:
Class 0 -- 1 -- (one chest, or two barrels)
Class 1 -- 1 -- (one chest, or two barrels)
Class 2 -- 2.5 -- (two chests and a barrel, or equivalent)
Class 3 -- 4 -- (four chests, or equivalent)
Class 4 -- 5.5 -- (five chests and a barrel, or equivalent)
Class 5 -- 7 -- (seven chests, or equivalent)
Class 6 -- 8.5 -- (eight chests and a barrel, or equivalent)
Class 7 -- 10 -- (ten chests, or equivalent)
Class 8 -- 12 -- (twelve chests, or equivalent)
Sure, Class 8s should be 11.5, but so few people get Class 8s they deserve a
little extra.
Through an idea like this, a pirate who wants to hoard his treasure will need
to, over time, get bigger ships. Simply getting seven cutters will not equal a
Class 7.
...I was also thinking a rule could allow a ship to tow a Class 0 raft or boat
as a means of increasing capacity. But the rule should state that doing so
reduces speed. The ropes could of course be cut, but then the raft would be set
adrift...I dunno...
Anyone have any thoughts about this hold capacity concept?... Or any of my
comments...?
-Hendo
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