Difference between revisions of "Talk:Set Sail… For Adventure!"

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[[User:Edmiao|Edmiao]] WFRP is fine by me, we all know the system.  are you going to let the players be magic users?  alternate real world is fine, thinking pirates of the carribean type alternate...there's magic and monsters in a real historical setting.  is one of us going to be the captain and boss all the others around?  that might kind of suck.  Hey, what if you start the game with the captain dying and the players form a kind of council of pirates that run the ship?  we should try to not make this like the last time we had a ship with a rag tag crew who were above the law.  i vow not to play a viking pirate.
 
[[User:Edmiao|Edmiao]] WFRP is fine by me, we all know the system.  are you going to let the players be magic users?  alternate real world is fine, thinking pirates of the carribean type alternate...there's magic and monsters in a real historical setting.  is one of us going to be the captain and boss all the others around?  that might kind of suck.  Hey, what if you start the game with the captain dying and the players form a kind of council of pirates that run the ship?  we should try to not make this like the last time we had a ship with a rag tag crew who were above the law.  i vow not to play a viking pirate.
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--[[User:Matts|Matts]] 22:23, 15 April 2009 (MST)I like WFRP, and concur that the POTC style altered real world is good.  As for who is captain and who isn't, if we're pirates, then I see two options:  One, a captain who understands that his power rests on the trust of his crew, and we expect some conflict to come between captain and non-captain players (entirely in-genre I might remind you), or, we run the ship as a sort of cabal, which also would work just fine I think.  However, there's going to be someone whose job it is to make the high-level calls in battle, unless we all have our own ships/boats/whatever.  I'm fine with either option.

Revision as of 23:23, 15 April 2009

--Matts 16:44, 8 April 2009 (MST)My take is that as long as we're all pirates and everyone's on board (heh) with that, or we're all privateers or whatever; as long as the premise is pretty set I think we'll be in good shape.

Crazy idea: What if we each had a boat?


--Gdaze 16:04, 9 April 2009 (MST) Here is a crazy idea, keep your fucking mouth shut and make me dinner. Wow, work brings out the ass in me.

But no, everyone has a boat sounds fun, but GM wise that is a nightmare. Every player can go anywhere at anytime... Plus keeping all the players allied could be difficult if everyone had their own boat. "Oh yeah? Well how about I just fucking broadside you?"

And if we did that I believe each boat becomes the main character with the crew becoming the "stats". Which might not make a bad game but Wiz Kid's pirate game is already like that... sorta.

I actually thought of fleet combat since some pirates did have fairly impressive fleets.

I'm actually so down for this game, but I'm wondering if the others are. As Ben said, it will be silly... at times...

I'd like to hear from Ed & Dieter on this.

--Brandon 16:42, 9 April 2009 (MST) As I was saying to Ben yesterday, you guys should totally play a game akin to Pirates of Dark Water.

JASON: What if they each have a boat, but only one of them has a ship...

--Gdaze 09:16, 10 April 2009 (MST) Hahaha, I like Jason's idea.

Yes, Pirates of Dark Water, buy only if Matt plays the confounded Monkey Bird.

--Dieter the Bold 12:05, 13 April 2009 (MST) I don't know why, but I could deal with silly pirates better than silly Supers. Totally down with any version of pirates (magic, non-magic, focused or unfocused campaign). I think with this we'd want to make sure the characters are very well hooked together though.

--Gdaze 10:40, 14 April 2009 (MST) Alright, well if your okay with silly pirates, or rather that pirates will be silly at times, I'd like to try it. Good point though, the characters should be well hooked together. I'll start coming up with some ideas.

Edmiao when you say "our world", all well and good, what time period? I suggest that we should put it in April, 2009, and that all the players should be Somali pirates (that's a joke).

--Gdaze-- I dunno, Somali pirates really seem to lack effort when it comes to clothes... I was thinking the Golden Age of Piracy, which is like what... 1700's? 1800's?

Matts - late 1600s - early 1700s.

GABE: http://en.wikipedia.org/wiki/Bartholomew_Roberts

This guy is a pretty good example of uh... pirate nature. And thank ye Matt, yar. Try to think up what type of character you'd like to play. Dieter, no you can't play someone who won't leave the ship.

Also something I found out... the captain has little power in day to day duties, but in battle his word his law. The quarter master is in charge for most the rest of the time. Something to keep in mind.

Did people want to use another system? WHFRP is fine? Want to keep using the Hero system?

And so real world is fine? I picked it because that way at least everyone has a general idea of the world instead of having to ask "So what is that like normally?". Course that question will still come up, and I am in no way going to try to make this game very historically accurate. Think of it kinda like an alternate real world.

I'm actually fairly excited about planning this as I love ships, cannons, muskets, and all that jazz. And surprise surprise I've got props for this game...

Edmiao WFRP is fine by me, we all know the system. are you going to let the players be magic users? alternate real world is fine, thinking pirates of the carribean type alternate...there's magic and monsters in a real historical setting. is one of us going to be the captain and boss all the others around? that might kind of suck. Hey, what if you start the game with the captain dying and the players form a kind of council of pirates that run the ship? we should try to not make this like the last time we had a ship with a rag tag crew who were above the law. i vow not to play a viking pirate.

--Matts 22:23, 15 April 2009 (MST)I like WFRP, and concur that the POTC style altered real world is good. As for who is captain and who isn't, if we're pirates, then I see two options: One, a captain who understands that his power rests on the trust of his crew, and we expect some conflict to come between captain and non-captain players (entirely in-genre I might remind you), or, we run the ship as a sort of cabal, which also would work just fine I think. However, there's going to be someone whose job it is to make the high-level calls in battle, unless we all have our own ships/boats/whatever. I'm fine with either option.