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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Sun, 22 Jul 2001 14:39:49 GMT
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Viewed:
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1573 times
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In lugnet.fun.gaming, Steve Burge writes:
> > - 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.
If we were going to play two games (one on one day, one on the next) then I
would be completely happy (I mean, I'd prefer) being your second (or a first)
for one of them. If not, then I guess I'd do it, but be less enthusiastic.
> > - 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.
Must the ports be on the edges? Part of the problem at Brickfest was that the
ports were so far from the action. I was thinking about building up a
rocky island (similar to the one I brought) with an armored base built up on
it. It could be near the middle for added access...of course it would be
dangerous to dock while at the mercy of the other players.
I like the idea of doing stuff at the ports being out of game time and just
having it take as long as it does. To some extent, game time is a construct
anyway. I think that I'd include ship repairs in that too. So they'd take
less than realistic time to implement, but who really cares? Time is taken
getting to port.
> > - 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.
I don't think anything was too tough. I might think that the value of the
treasure on the easy islands was too great. As long as the islands are
possible, and worth it (or at least likely to be) then there's no such thing as
too hard. We could have decided to team up, but we didn't. You did your job
by providing us with many options.
> > - 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.
Yeah. That seems like a fine position to play to me. Particularly when you
have both merchants and war ships in play.
Chris
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