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Re: (TFT) Pirates!



If you want more of a true middle ages flavor, check out my simplified ship construction rules in this thread:

http://necromancergames.yuku.com/topic/10846/t/A-Simplified-Ship-Construction-System.html

I created them with Melee in mind, though they are completely system-neutral.

--- On Fri, 10/29/10, Jay Carlisle <Jay_Carlisle@charter.net> wrote:

> From: Jay Carlisle <Jay_Carlisle@charter.net>
> Subject: Re: (TFT) Pirates!
> To: tft@brainiac.com
> Date: Friday, October 29, 2010, 5:13 PM
> I've done work on this.
> 
> IMO
> 
> If you give players a sailing ship then your pretty much
> gonna need a whole planet for an open ended campagin in
> which players have free choice.
> Of course you can frame things in such a way that players
> have little to no control over events, such as shanghied
> Figures, but one lucky mutiny...
> This was also the age of elploration.
> I use Earth.
> 
> Also, an open ended game will need rules for sailing.
> I suggest modified Car Wars.
> 
> Weather is important.
> Many of my globes and atlases have prevailing winds and
> currents marked and I use old alminacs to set likely
> conditions for a given week.
> I also use the major storm info from whatever year (1990
> for 1590 say) to mirror the hurricanes and such, not to
> mention other natural disasters.
> 
> Popping off cannon at ships means you'll need seige rules
> and fortifications.
> Since you'll already have to build forts, you might as well
> throw in buildings in general.
> Raids on settelments played quite some part in classical
> pirateing.
> I use a SimCity type setup for building with material being
> described in ST.
> 
> Raids require rules for small Unit engagements.
> I use a modified Illuminati to describe a commander or
> sub-commanders power structure, and use a modified Lords of
> the Underearth type system to run battles with cards in the
> power structure usually representing counters on the battle
> map.
> (Of note is that commanders don't get to actually see the
> battle map, that is a GM tool unless they possess some kind
> of magic that would allow them to view that info.)
> 
> I also suggest setting the amount of resources as part of
> campagin design and paying strong attention to the economey
> before play starts.
> Unless the players are playing natives (orcs, goblins and
> other "monsters" in my gameworld... but only by culture)
> there should be very clear reasons why a "nation" from a
> long sail away would be mucking around somewhere else to
> begin with.
> ALL sailing nations should have not only their fleets fully
> described but also what's qued to come up in the next few
> years in the shipyards.
> Natural resources should be set by total quanties available
> and technology required to profitably extract said resource
> and the the labour:rate ratio of extraction.
> Some resources, like timber or bird poop, will replenesh
> over time.
> 
> And of course, it may not be cannon with a crew of gunners
> at all but rather a Wizard and group of aprentices throwing
> a really big Magic Fist at the waterline...
> 
> I'll dig up some old notes if your interested.
> 
> 
> 
> Also, hiya all.
> Long time no type.
> I've not only been saddled with the mundane matters of
> living lately but got pulled onto a mmprpg, or whatever you
> call it, project.
> I doubt there will be any radical departure from the
> current model but I think I got the point home that if you
> want more casual players to participate then there will have
> to be more to the thing than killing things for levels and
> profit.
> 
> The villages in the Goblin port are built and working now
> with the Abby and Keep coming along and the rest of the
> Counts domain outlined so the place isn't in a vacuume.
> Jay abhors monsters/resources outta thin air.
> Only universes and dust bunnies should come outta
> vacuumes.
> "Steve Weinburgh returning from Texas,
> brings dimensions galore to perplex us.
> But the bulk of them all,
> are rolled up in a ball,
> so small that it never effects us!" =====
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