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Subject: 
Re: Pirate Game Postmortem (Was: Re: Brickfest)
Newsgroups: 
lugnet.gaming
Date: 
Wed, 14 Jun 2000 07:59:16 GMT
Viewed: 
1398 times
  
Hi All,

Mind if I join in? :-)

I'm thinking about possibly running a game during PNLTC's big event during the
summer, kind of "adding on" to our event to include a Brickfest of sorts and
I've been actively following along trying to gather ideas.
(more comments below)

In lugnet.fun.gaming, Frank Filz writes:

In lugnet.fun.gaming, Frank Filz writes:


After looking at some of the pictures, I'm glad I forgot tape measures
and rulers. The LEGO range sticks look real good in the pictures, and
highlights the LEGOness of the game. I will make some smaller rulers for
personal combat. Sometimes it was hard to maneuver the large ruler
through the ships rigging to get the range for a pistol shot.


I have been playing the game with me kids (9,10,12 years old) trying to learn.
  We we're using a tape measure,  but after seeing the pictures we're going to
use LEGO rulers.  I agree nice visual.


What we talked about was definitely more variation in wind direction.
I'm not sure the variation in wind speed is that worthwhile. It added
complexity without changing much (if anything, it slowed the game down
because we spent so much of the game under a light wind). I forget if
actual wind generation charts are provided (I'll have to ask Steve about
those), but I think the system is designed for slow change. I think it
would be good for the wind to eventually change 180 degrees from what it
started at.


Now granted only 4 of us were playing but to get a feel of it we rolled to see
if the wind changed every turn, and the wind speed too. We used this:

(taken from Evil Stevie's Pirate Game)

Determining Wind Direction

Wind direction is shown by the flag(s) atop the huge mast on Flag Island.

Wind speed is also shown by the flags. No flags = Calm; no wind. One little
flag = light wind. One big flag = fair (normal)
wind. Two big flags = strong wind. Three big flags = hurricane! Hurricanes only
occur by magic or the referee's fiat.

The wind starts off blowing north. It may change. The GM prepares, before the
game, a turn-by-turn list of what the wind is
doing. It is possible to determine this either by fiat or by rolling dice.
Here's a formula that was used for determining wind
behavior by die roll, before I found how much easier it was to set it in
advance: Every 3 turns, or whenever he feels like it,
the GM rolls one die. On a 4 the wind changes direction; on a 5 it changes
speed (maybe); on a 6 it changes both. Roll 1 die
to determine the change.

For direction changes:

    1 = 2 points clockwise
    2, 3 = 1 point clockwise
    4, 5 = 1 point counterclockwise
    6 = 2 points counterclockwise

Speed changes depend on current wind speed:

    Light: 1-2, no change. 3 = Calm (no wind). 4-5 = Fair. 6 = Strong.
    Fair: 1-3, no change. 4-5 = Light. 6 = Strong.
    Strong: 1-3, no change. 4-5 = Fair. 6 = Light.

When the wind dies, roll EVERY turn to see if it comes back. It returns on a
roll of 4-6, always at Light speed. Roll one die.

    1-3 = The wind reappears in the same direction it came from before.
    4-6 = The wind reappears from the opposite direction.

(end)

Not sure if that was the "charts" you were referring to.  It worked ok for us.
He does state in there that he sets up what the wind direction and speed will
do ahead of time.  I believe that would take one possible slow down out of the
game.


--
Frank Filz

Tom



Message has 1 Reply:
  Re: Pirate Game Postmortem (Was: Re: Brickfest)
 
(...) Ahh, I hadn't had a chance to re-read through the rule books yet. (...) The way Steve handles it now is that he has a chart of pre-generated wind, and you pick a random starting point on the chart, and you roll a die each turn, on a 5 or 6 the (...) (24 years ago, 14-Jun-00, to lugnet.gaming)

Message is in Reply To:
  Re: Pirate Game Postmortem (Was: Re: Brickfest)
 
(...) Of course. (...) Actually, I wouldn't want to compress the inch any. The pistol fire was difficult as it was with a -1 per inch. Compressing that would make pistols almost useless (gee - I have no chance of hitting someone on the other side of (...) (24 years ago, 13-Jun-00, to lugnet.gaming)

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