Subject:
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Re: Pirate Game Postmortem (Was: Re: Brickfest)
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Newsgroups:
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lugnet.gaming
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Date:
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Wed, 14 Jun 2000 16:44:25 GMT
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Viewed:
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1566 times
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Frank Filz wrote:
> 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 wind changes to the next entry in the
> list.
>
> That's a good way to handle it, but the problem was the slowness of
> changing (the wind didn't even necessarily change from entry to entry).
Just found the GM tables on his site, I didn't see them a month ago must have added
them recently.
We had a fun time rolling for wind/speed changes each turn, added the factor of
having to adjust direction of our ships almost ever turn. On the small scale we've
done this has worked well, we'll see how it goes this weekend will 20+ ships, 6+
islands, and 2-3 bases.
Tom
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Message has 1 Reply: | | Re: Pirate Game Postmortem (Was: Re: Brickfest)
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| (...) They were added a week or two ago (a few days after I received paper copies). (...) I think changing every turn might be too much, but in our game, the wind changed direction once, and more than half the game (13 or 14 turns or something - I (...) (24 years ago, 14-Jun-00, to lugnet.gaming)
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Message is in Reply To:
| | Re: Pirate Game Postmortem (Was: Re: Brickfest)
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| (...) 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)
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