Subject:
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Re: Request for Pirate Game thoughts and Player/Ship/Captain names
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Newsgroups:
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lugnet.gaming
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Date:
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Wed, 18 Jul 2001 13:19:12 GMT
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Viewed:
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1419 times
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> - 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).
Hoo, yeah - you need a second GM, Actually, I'm thinking of having about
4 next time I play - an uber-ref (me), a sutler, a combat ref (I can only be
in one place at a time!) and a ship ref (in charge of playing imperial and
merchant ships)
> - We didn't have enough ports
How many did you have? I had 4 (one for each compass point) and it
worked well. I had Spanish, French and English ports + a pirate port which
would always be neutral towards players and was easier to recruit crew from.
It made playing merchant ships easier too as you could just roll a couple of
dice to see which port they came from and which port they were heading to.
> - 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.
Which undead were you using? I haven't tried mummies yet but I generally
make skeletons immune to firearms (except cannons). Not sure on ghosts
either - maybe some sort of paralyse attack...
> - 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
A seperate ref to run the NPC ships is useful. An experienced player can
do this and it's not that much different from playing.
Steve
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