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Subject: 
Re: Request for Pirate Game thoughts and Player/Ship/Captain names
Newsgroups: 
lugnet.gaming
Date: 
Tue, 17 Jul 2001 16:39:37 GMT
Viewed: 
1774 times
  
   Hi,

   First of all, I want to say "Thanks, Frank!" for running
   the Pirate Game.  It's a lot more work than it might look
   (and it looks like a lot of work already!), and he brought
   TONS of stuff that was critical for a good game.  I had an
   excellent time, and I thought it was much more successful
   than last year's Game.

In lugnet.pirates, Frank Filz writes:
Before I write my big review of the game, I thought I'd again request
thoughts on the game. It would also be helpful for folks to post their
ship's and captain's names (I did get most of them off the board, but
the several folks who left early weren't up there any more). It would
also be helpful if you could point out in an already posted picture of
the game who you are so I can better connect you to your ship. Any
writeups of your ship's escapades would also be welcome.

   My captain was Maximilian von der Tann.  My first
   ship was the "Grey Death."  We sallied forth, bent on
   plunder and mayhem, until we found a prize of gems on
   our very first wee island!  Thus placated, we headed
   for an Imperial base (nothing buys one into the "system"
   faster than wealth!) and sold it off for a hearty 550
   gold dubloons!  With an exchange of 200 for our ship, we
   bought ourselves a brig--now called the "Grey Poupon"--
   another cannon, and 4.5 new crewmen (one was stumpy) and
   headed out once more to cause mayhem...or maybe not.  We
   settled upon the island called "Thomas Main's Folly," where
   the valiant Smitty had met his demise due to the neglect
   of his craven and foul-smelling shipmates.  Oh, and mummies.
   Can't forget the mummies.

   Arrrr!  We got there, expecting to overwhelm the assembled
   Mummitudes, but despite initial success, the last mummy
   tapped into some Awful Evil Power and started zapping me
   hearties.  I lost five crewmen (Stumpy lived!) before it
   was all done, but we got the treasure and the two zappy
   power staves (broken in an attempt to destroy the power
   of The Last Mummy).  Alas, the world came to an end before
   we could sail away with our prizes, but not before we mounted
   severed mummy heads all about our ship and fitted our crew
   with headdresses, to become The Great Mummy Slayers!

   We came in third.  Arrrr.  That be pretty good.

A few very quick thoughts of my own:

- My schedule sucked. As a result, we didn't start until 3:00 PM or
somesuch on Saturday

   Yeh, that it did.  :(

- I was a little wiped out from my previous work schedule and driving up
late Friday and all. This contributed to slowing the game some.

   The drive doesn't help, nor does the work of loading and unloading
   so quickly--I'm sure that's why we were all wiped out that morning
   and on Sunday.

- I was also less prepared than I should have been (which contributed to
the late start and slowing the game some).

   It couldn't be helped.  Again, we're all happy that you even
   made it to the Fest.

- Again, I really should have had a 2nd GM. Next year I will listen to
that advice and not feel bad about a player not being able to play. I
will need to spend some pre-game planning time (some over the net) with
the chosen GM to compare enough gaming pholosophy and ideas about the
scenario islands (the large islands with something special going on on
them).

   For BrickFest, I'd be happy to do it full-time.  If we do
   have a PirateFest this fall (and I do hope we do), we may
   not need more than one full-time GM (we may not even need
   one, if we play the Fleet game).

- We didn't have enough ports, as a result, the player who put his
captured ship into play kept two ships in play because it was
prohibitive to sail to a safe port (the closest port was the one the
ship was heading too, not a good place to go, and the wind was
unfavorable for going anywhere else for a few turns).

   I'm not sure it should be against the rules to keep two ships
   in play, although a primary would have to be chosen, and the
   possibilty of the second ship going AWOL and sailing away
   should be kept very real unless the crew is sufficiently awed
   by the Captain's reputation and/or bought off with lots of
   extra booty.

- Again, I managed to make one scenario island way too tough. I need to
think more carefully about how hard to kill undead should be. Another
scenario island never got touched because no one wanted to tackle 20 or
30 islanders.

   That was my plan after getting back with the Mummy treasure.
   I wanted to see if I could buy Kahuka hats and the like and
   a ship's boat and "divert" the Islanders with a few cannon-
   fodder pirates that look like chiefs or gods.  Who knows, it
   could have worked, or else offended them so much that they
   ran to one shore just to kill the interlopers (or ran to
   the shore just to go "what the ----?").  In the confusion
   perhaps I could have "snuck in" and gotten enough of a head
   start to get away with the treasure.

- I only got two merchant ships out, plus one player (well two players,
Larry Pieniazek took the ship over later) played an imperial ship (I
don't think this worked out too well, I won't have a player do that
again [it was his choice, I should have thought more about the impact of
that choice]). Larry did manage to take over a pirate base (well, not
quite, but he was one or two turns away from doing so, with no pirates
in sight for a rescue), but the base was probably under defended (bases
shouldn't be able to be taken over by the 10 crew of a starting ship).

   This had the potential to be very, very entertaining--Larry
   might have lost his ship but gained a port, thus becoming a
   merchant, and having a chance to put his economic philosophy
   into practice.  I know that I'd have visited!  :)  On the
   other hand, he might also have been forced to put rowboats
   into service as Pirate ships, a very odd prospect...

   Perhaps we need rules for salvage of ships in the shallows--if
   they're sunk within a few inches of islands or ports, to allow
   for recovery of cannon, treasure, equipment, or even the ships
   (if the port has some kind of crane).  I know that such rules
   would only come into play every so often, but it might make losing
   a ship close to a port less devastating.

   best

   Lindsay



Message has 1 Reply:
  Re: Request for Pirate Game thoughts and Player/Ship/Captain names
 
(...) I think a GM is still a good idea for a fleet game. I'm hoping that if we manage Piratefest that we can still muster 8-10 players. A fleet game though certainly wouldn't require as much GM involvement since there isn't much to do for sailing (...) (23 years ago, 17-Jul-01, to lugnet.gaming)

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