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Subject: 
Re: Weekend of LEGO Pirate Games!
Newsgroups: 
lugnet.gaming
Date: 
Fri, 23 Feb 2001 19:18:29 GMT
Viewed: 
1458 times
  
Mr L F Braun wrote:
   Regarding swapmeeting--beforehand I'm happy to take an inventory
   of everything that didn't go last summer and bring, um, 'requests.'

Sounds good....

  You know,
  hang around far too long, cause trouble, shirk my lecture writing...

Isn't historical re-enactment called research?

:-)

   Oh, yes, dinosaur-covered pirate islands are *very* historical.

Well, according to some folks over in lugnet.debate, they are...

Erm...well...actually, I was thinking that you might.  :-)  I have a small
fleet (does four boats count as a fleet?) that I can muster, but really • Frank
will be the main source.  I haven't heard from any of the other • GardenSLUGers
about this yet, so I'm not sure if they're in or have fleets of their own. • If
it were train wars, we'd be set.

   We could always put a train on an island...you know, to send a
   small clutch o' scurvy pirates overland to raid the gold train.
   (I keep thinking about the Drake raid on Nombre de Dios in this
   consideration, or many of the buccaneer raids that involved going
   ashore in Darien [panama] and intercepting silver caravans.)

It would have to be a pretty big island though... We could always issue
a challenge to the train folks, build us a LEGO island with a train on
it, and we'll use it in the game. The island has to look somewhat
realistic (the idea here is to challenge them to build a self-contained
GMLTC style "module" that has ocean surrounding it - that would be
pretty cool actually....).

   By the way, I saw a very nice lecture on Spanish mapping and
   English piracy last night.  Those Hakluyt Society fellows know
   how to party!  (Granted, they're all in their 60s and 70s...)
   Apparently English pirates south of the Equator and in the
   Pacific were relying on reckoning and captured Spanish pilots--
   they didn't have any kind of accurate coast description with
   navigational value until after 1680!  I wonder, ought we be
   able to capture skilled crewmembers (e.g., pilots and the like)
   that could improve a ship's sailing ability or avoidance of
   uncharted shoals or other hazards?

I think uncharted hazards would add too much complexity in general,
HOWEVER... I will be warning players that they shouldn't assume the play
area layout COMPLETELY reflects reality...

   Another thought re: that, is uncharted hazards...

I think the main thing we're going to potentially need more of than I
might have is cutters (though I do have enough material for another 20
or 30 or more cutters (after all, Lindsay sent me 4 cutters from the UK
a few months back - a couple Sail 'n Fly Marinas). If I don't get around
to building them before hand, I can always bring the various unbuilt
pirate ships I have, and someone can have fun Friday night.

   Did you get a bunch of those T-Rex head Studio sets?  I'm
   looking quite forward to seeing green cutters (or green and
   red...the Christmas Cutter!).

Sure did... Yea, a Christmas cutter would be good. Of course a bugsplat
(green and yellow) cutter (or two or three - I recently won an auction
for 10 yellow bow bricks from eBay) will also appear.

   I do, however, have the fixings for at least a couple dozen
   cutters.  I got a boatload (ha!) of masts from John Kanehl over
   the holidays (you *are* coming to this thing, aren't you, John?)
   along with three or four large hulls, and I may go scour BrickBay
   for a few smaller mast segments for rowboat-type sailers.

Great, if several folks can put together 3-6 classes worth of ships, I
think we'll have plenty. I just really need to spend a week of evenings
putting cutters together.

   Re: security, I'm perfectly happy to break my kids down and take
   them home each night.  But regarding actual pirate ships, if we do
   stick with 8 June as the weekend, I won't likely be able to build
   any substantial number of ships.  I may have my hands full
   with islands!

I wouldn't spend a humongous amount of time on islands. We only need a
few big ones, and I will be trying to make a couple specials (I'm going
to have more of a scenario this time around so I will want to have some
more specific islands).

For island builders, I did have a new thought though. I'd like islands
to have good, bad, and impossible landing spots. A good landing spot
will have an obvious beach. Impossible landing spots should be obvious.
If Chris brings the island we used for the dinos last year, it might be
good to mark a beach on the back cliff side (or it might not...). Hard
landing spots will be any place where it doesn't look impossible, but
there also isn't an obvious beach (this will actually be one area where
having knowledge from an experienced crewman or a map will be useful,
with proper knowledge a bad landing spot may be treated as a good one).

   This is however modifiable.  If I get my hands on some BSB
   or SES instructions (meaning, print them off of Brickshelf)
   I might be able to put a few of those together.  And bomb
   ketches are of course easy...

I think we will mostly want smaller ships, though if enough big ships
are to be had locally, it will help out my transportation (of course the
Red Seas Barracuda will have to make an appearance anyway, I also need
to set aside an hour or two to redo her spars in red).

Since I'd like to involve as many players as possible as actual players,
I will be asking those of you who are experienced to help resolve
combats which you aren't a part of.

I'd also like to encourage potential participants to write a paragraph
or two or three about your captain beforehand. I will use this in
selecting an "advantage" for your captain if I feel such is warranted
(of course writing a real good writeup gives you a real good headstart
of earning the advantage - so does bringing ships or islands). If you
bring an island, you may chose to include association of that island in
your captain's writeup, which may then earn you "knowledge" of that
island...

I have also been thinking of assigning each crew a 2nd "named"
character. This would typically be the 1st mate, but could be any
character.

I do want at least one full assistant GM, who will not have a pirate
ship, but will help run ports, merchant ships, and navy ships. I think
with a full assistant and a few knowledgable captains who will help
resolve combats, we will run pretty smoothly.

--
Frank Filz

-----------------------------
Work: mailto:ffilz@us.ibm.com (business only please)
Home: mailto:ffilz@mindspring.com



Message has 1 Reply:
  Re: Weekend of LEGO Pirate Games!
 
How big do you guys make your islands? I'm looking at using 32x32 baseplates for a game I'll be running for the UK student wargaming nationals. Steve (24 years ago, 24-Feb-01, to lugnet.gaming)

Message is in Reply To:
  Re: Weekend of LEGO Pirate Games!
 
(...) that (...) You can definitely consider me able and willing to take a shift(s). (...) the (...) Oh, my, yes. The only good I've been able to do at a K-mart regarding added discounts, though, is getting an extra $1.00 off some landspeeders that (...) (24 years ago, 23-Feb-01, to lugnet.gaming)

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