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Subject: 
an idea for an epic (game) adventure!... [long]
Newsgroups: 
lugnet.pirates, lugnet.gaming
Date: 
Thu, 9 Aug 2001 18:04:51 GMT
Viewed: 
1316 times
  
This is an idea I've been toying with.
If I ever go *completely* insane and decide
to run my own convention, this is something
I'd like to run at that con.

This is a "work in progress".  Nonetheless,
I'd appreciate feedback.  ;-)

Thanks,
Franklin


INTRODUCTION

This is a long-term (i.e., all-day, or weekend-long)
*tournament* scenario for wargaming (with some role-playing)
as various pirate and privateer captains, in the style
of the old classic swashbuckler movies.

It is designed to use the wargaming rules
for "Evil Stevie's Pirate Game"
("http://www.io.com/~sj/PirateGame/").


GOAL(S)/PREMISE(S)

Players are assumed to have one (or both)
of the following goals:

1.  To be the most successful pirate/privateer ever!
    (i.e.:  The most gold!  The most fearsome Reputation!
    The most gold!  The biggest ship!  The most gold!!
    The largest crew!  But mostly, THE MOST GOLD!!!)

2.  To champion his nation to ascendancy.
    (Usually, this second goal is of importantance
    only to a privateer.)


LAYOUT

Assuming an almost-square room of sufficient size,
arrange a "port" in each of the four corners of the room.
These ports will be, in order (either clockwise
or counter-clockwise; it doesn't matter): Brickonnia;
Tilovence; La Platta; and Freeport.

Arrange most of the islands to be closer to Freeport
than to any of the other three ports.  To compensate,
the initial wind direction should be towards Freeport
(i.e., in the pirates' disfavor).


LAYOUT - OPTIONAL

If the convention provides a truly huge playing area,
such as a large ballroom or conference room,
sub-divide this room into two "oceans".

Separate these two "oceans" by whichever methods/means
most convenient.

One of these oceans will be for the "Old World",
containing the homeports for Brickonnia, Tilovence,
and La Platta, and a few islands (maybe a third
of the total number of islands).  Each of these four
(the three individual "homeports" and the small group
of islands) should be located in separate quarters
of this "ocean", and, if possible, the quarter
containing the islands should be the quarter closest
to the other "ocean".

The other "ocean" will be for the "New World",
containing the majority of the islands,
and the pirates' island harbor of Freeport.


REFEREES

You should have about one referee for every 6-8 players,
with a minimum of at least two referees.

I will hereafter refer to the "primary" (i.e., lead
or boss) referee as the "Guv'nor of Freeport".


PRE-PLAY

Players with "basic" Reputation (i.e., Reputation of 1)
*must* start as "privateers".

A player with a Reputation of 2+ may choose whether
to start as a "privateer" or as a "pirate".

(Players who show up "in costume" will generally be given
a bonus, usually including a starting Reputation of 2,
instead of just 1.)


NATIONS

A player names his Captain and his ship, and then chooses
a nationality (important for privateers; just for "flavor"
for pirates).  The choices are:

  * Brickonnia
  * La Platta
  * Tilovence

Brickonnia and La Platta are almost always at war
with one another.  Tilovence is a bit of a wild card;
sometimes Tilovence will ally with Brickonnia,
sometimes with La Platta (...and sometimes,
Tilovence will remain neutral).

Since the Known World is almost always at war,
you can expect to find warships of the Great Nations
in any of the Seven Seas.


NATION - BRICKONNIA

The island-nation of Brickonnia is currently ruled
by Her Brickonnic Majesty, Elspeth the First.
The Brickonnic Navy has risen to challenge
the former supremacy of the decadent La Platten Armada.


NATION - LA PLATTA

Having extensive colonies throughout the New World,
the Kingdom of La Platta has become extremely wealthy
(and, some would argue, extremely arrogant).
The La Platten Armada has ruled the Seven Seas
with an iron fist for generations, but now faces
the challenge of the upstart Brickonnic Navy.


NATION - TILOVENCE

Geographically situated between these two warring titans,
Tilovence hopes to profit from its strategic position,
walking a diplomatic tight-rope.  But this does not mean
that Tilovencians are cowards; in fact, some of the most
heroic and dashing musketeers are from Tilovence.


LETTERS OF MARQUE

A privateer is assumed to have "letters of marque"
from his nation, authorizing him to attack any ships
belonging to "enemy" nations.  (The three nations
will be at war with one another, off and on,
throughout the game.)

These letters of marque *DO NOT* permit the privateer
to attack ships belonging to his sponsor nation!
Any such attack will be just cause for revoking
his letters of marque, branding him a pirate.

(Exception:  If another privateer from your nation
attacks you first, you may, of course, defend yourself
without fear of losing your own letters of marque.)

A pirate has no such sanctioning.  Any interested party
can legally attack a pirate (even a privateer, or
another pirate!).


PORTS

A privateer starts play at the homeport of his nation,
whereas a pirate starts play at Freeport.

A privateer is welcome at his nation's homeport,
but will usually be attacked by the defenders
of other nations' homeports (depending on whether or not
that nation is currently at war with the player's nation,
whether or not that player has recently attacked vessels
of that nation, and so on...).

A privateer who approaches Freeport may, or may not,
be fired upon, depending on the privateer's Reputation,
whether or not the privateer has been hunting pirates,
whether or not he's approaching under a flag of truce,
and so on...

A pirate will *always* be attacked by the defenders
of any nation's homeport.  Pirates whose Reputation is 2+
will be welcome at Freeport.  (If a pirate has a Reputation
of only 1, then he may, or may not, be fired upon
if he approaches Freeport, depending on circumstances...)


OTHER SHIPS (ENCOUNTERS)

A privateer will *not* be attacked by warships or merchanters
belonging to his nation.  A privateer *will* be attacked
by warships, and usually by merchanters, belonging to an "enemy"
nation, however.  (And ships from a "neutral" nation may
or may not attack, depending on circumstances...)

Any warship will attack a pirate.  ('Tis a sacred duty!)
Merchanters may feel inclined to fight back against pirates
(or may strike their colours without a shot!; it depends...).


WAR!  [GM INFO]

To determine whether or not Brikonnia and La Platta
are at war at the start of the game, roll 2d6 minus 1d6.
If the resulting number is positive, then they are
at war; the war will continue for that many turns
(before peace is declared).  If the number is negative,
then they at currently *not* at war (for that number
of turns).

Example:  At the beginning of the tournament, the "Guv'nor"
(the head referee) rolls 2d6-1d6 and gets "-3", which means
that Brikonnia and La Platta will be at peace for the first
three turns of the game.

Once a war is over, roll 1d6 to determine how many turns
peace will last (before a new war begins).

Once a new war begins, roll 2d6 to determine how many turns
the new war will last.

Each turn, roll 2d6 to determine Tilovence's standing.
Modify this roll by "+2" if Tilovence was allied
with Brikonnia last turn, or by "-2" if Tilovence
was allied with La Platta last turn.  Then,
check on the following table:

    2d6       Result
    03-       Declares war on Brikonnia!
              (Also, allied with La Platta.)
    04 or 05  Allied with La Platta.
    06 to 08  Neutral.
    09 or 10  Allied with Brikonnia.
    11+       Declares war on La Platta!
              (Also, allied with Brikonnia.)

If Tilovence declares war, roll 1d6 to determine how long
(i.e., how many turns) this war will last.  Note that this
is the only way that Tilovence can be (officially) at war,
even if their "ally" ends their war.

Example:  The current turn is the last turn of the current war
between Brikonnia and La Platta, and Tilovence was allied to
La Platta the previous turn.  The "Guv'nor" rolls 2d6-2,
and gets a final result of "01".  Tilovence declares war
on Brikonnia.  (The "Guv'nor" rolls 1d6 and gets "3".)
This war will last for the next three turns.




=====
.    /\    Franklin W. Cain              /\    .
.   /_ \   Programmer for Hire          / _\   .
.  / 0> \  "fwcain@yahoo.com"          / <0 \  .
. /______\ "http://fcain.tripod.com/" /______\ .



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