Difference between revisions of "Talk:Set Sail… For Adventure!"
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--[[User:Gdaze|Gdaze]]-- I was going to pretty much do what Dieter said, but was also gonna say you guys should let me know what you perfer. A game of blood thristy cut throats wouldn't last long though. Of course you guys can still do pirate stuff, rob ships and what not. | --[[User:Gdaze|Gdaze]]-- I was going to pretty much do what Dieter said, but was also gonna say you guys should let me know what you perfer. A game of blood thristy cut throats wouldn't last long though. Of course you guys can still do pirate stuff, rob ships and what not. | ||
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+ | --[[User:Dieterthebold|Dieter the Bold]] 15:28, 28 April 2009 (MST) I'm thinking of playing either a Native or Port-Born navigator. Knows all the reefs and islets in the area as well as the stars above. |
Revision as of 16:28, 28 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.
--Gdaze-- Well the thing is I think the players should own the ship, and be fairly in charge. That said Ed makes good points, nobody likes to be bossed around by another player. But pirate ships actually worked like a democracy. Votes were often held, rules laid down, and what not. If someone wants to be the "captain" I'd imagen he be geared more towards fighting skills and command skills, which I would allow to give bonuses to the other players.
POTC style sounds great... but maybe not with sword fights that last over 30 minutes... that was just tiring.
Also note that if someone plays the quarter master, he won't be like "We are going here, that is that." Crews would often vote on where to go next, again, I guess they figured that if the majority agreed mutanity was less likely. A quarter master PC would be more like a face man or some one with a lot of know how or knowledge skills.
Point is though is that the crew will be above the law, but not above the law of the crew itself. Does that make any sense...
And YES Ed, I will allow spell casters, I hope only one though. Some of the lores may not be aviable, still looking into it. Thanks for input guys.
Edmiao here's a thought: 4-5 players does not a crew make. Consider how to crew the ship with NPCs. Should each player make some alt characters? there was an idea once from jason about a ship where each player had 2 or more characters, would primarily play one, but on certain "away missions" could jump into an alternate character as appropriate for the mission. ie i might have a smooth talker and a sneakster, smooth talker is pretty useless on a sneak and steal job, so i could switch into sneakster.
--Gdaze-- Yes, I thought of that idea, and I think Ben said it once too or came up with it I have no idea. And yes you will have other crew, but they will be NPCs. During outtings to towns, or exploring ancient ruins they won't come into play as much. However during ship to ship combat they will be commandable.
Reason I'm not doing multi-characters is that I really want everyone to get into their characters, plus having that many characters to keep track of just seems really taxing. And right, a smooth talker might not be of huge help on a sneak (less he is distracting guards), but I would rather characters have to make up for weaknesses with clever ideas then having a huge stock of guys to pull on.
Another reason for this is much of the day to day activites on the ship... like rigging, I'm NOT going to have roleplayed out, so I just don't think it will be nessary. There will be parts where some characters will have more to do then others just like any other game, but I'll try to keep it balanced.
Speaking of crew I believe I'm going to use a level up system where their stats become better for navel engagments. Basically their will be certain types. Something like, general, boarding party, cannoner, whatever.
Oh and everyone will be able to pick their starting character. Most likely with around 6-8 advances.
Edmiao groovey
--Dieter the Bold 15:22, 16 April 2009 (MST) I think a fun approach would be us as actual adventurers and the crew as actual nautical types. So we have some basic maritime knowledge, but not enough to actually get anywhere, while the crew are consummate professionals, but would totally get their asses handed to 'em if we were to make it a straight fight. So we have this bargain struck where we come up with the mission/heist/job and they handle getting us there and everything and we cut them in on a fair share of whatever we take. And what's this about me not wanting to leave the ship? Also, totally down with WHFRP, not planning on a magic user.
Edmiao personally, i don't like rolling for stats, because i often roll poorly. certainly won't make a stink about it if y'all want to go that way. how about this, though: roll for 5 stats and the sixth is equal to 66 minus the total of your 5 rolls. gives an element of randomness but in the end everyone has the same totals.
--Gdaze-- Hmm that could work, the reason I don't like assinging stats is the min/max thing that happens, of course in a game like this that could be useful. This method you are talking about could work though.
--Matts 23:04, 16 April 2009 (MST)An interesting thing I've seen other games do is say stuff like "your highest roll is a 10, your lowest roll is a 3, everything else is what you actually rolled", maybe adjusting to a certain minimum.
--Dieter the Bold 12:15, 23 April 2009 (MST) So, like the various personalities so far. re: the swashbucklery feat, does there have to be a minimum amount of re-rolls available before pulling it off (i.e., no using all re-rolls but one and then pulling out the feat)? And does this include talking actions? Can I linguistically swashbuckle my way through encounters? I'd like to have some kind of group hook, and I think some version of Ben's card-game would be a good way to build a story together. And once we were done doing that, having Gabe put really short vignettes together where each player actually rp'd the various links together with the other characters would really link us together. Also, let's try and streamline roles in the group. Try and limit having 3 facemen and a pit-fighter.
--Gdaze -- Hmm, pretty sure you couldn't Swashbuckle your way through an entire encounter, but lets say you had one shot to knock the hat off of a rival captain from 200 yards, something like that. It has to be something of great importenance to either the story, or how the character wants to be seen by others. This does not mean a combat character can use it for every fight, don't even try.
I actually thought of something like that, but with an already end result, as in you know the ship, etc. Also since its should be really clear already, your cap won't be around for the entire game, but will be there for at least 2 to 3 stories.
Ed has already expressed interest in playing an African shaman. But yes, classes should not be 3 of one type.
Oh something else, if you play a crafter class, you WILL be able to make stuff. Want to make an insane cannon round that explodes with glue? Want to make a self rowing ship? Go for it.
--Gdaze-- Speaking of which, what kinda classes/arch-types were others thinking of playing?
Edmiao what kind of mood are you looking for in this game. jubilant reckeless pirates having fun pillaging on the high seas? grimy dirty pirates cutting the throats of any scallywag who gets in their way?
--Dieter the Bold 15:23, 26 April 2009 (MST) I'd like to be jubilant pirates about some serious business. Like PotC. We're swashbuckling fools, but with very serious stakes at risk. Gives us a chance to act all crazy, but a reason to be serious at times.
--Gdaze-- I was going to pretty much do what Dieter said, but was also gonna say you guys should let me know what you perfer. A game of blood thristy cut throats wouldn't last long though. Of course you guys can still do pirate stuff, rob ships and what not.
--Dieter the Bold 15:28, 28 April 2009 (MST) I'm thinking of playing either a Native or Port-Born navigator. Knows all the reefs and islets in the area as well as the stars above.