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    • CommentAuthorGraham
    • CommentTimeApr 8th 2008
     
    Before I forget, here’s my memory of our Pois’ned session.

    1. We fought over who should kill Tom Reed and who would be captain. That was fun.
    2. Simon, as captain, decided we should chase a merchant ship. We did. It was a bit tedious, with lots of rolling.
    3. We wanted to do some scenes on shore, but couldn’t, because we didn’t think we had enough Leisure for shore leave. (We were wrong, actually).
    4. We wondered what to do next. We didn’t want to raid another ship, because it had been a bit tedious, so we decided to raid a fortress.
    5. We saw the Profile score for a fortress and decided it was suicide. Instead, we did a “stealthy approach”, which, we decided, avoided the high Profile, and led us straight to the company. This seemed a bit like cheating, but we went with it. We fought them.

    The roleplaying bits were fun: the dice rolling was sometimes tedious.

    Note that the tedious rolling, in point 2, might have been because we got the rules on escalation a bit wrong. If we’d escalated both sides, I think it would have been resolved sooner (by us wrecking our ship, probably).

    Similarly, we got the Leisure rules wrong, and could have gone on shore leave. That might have made things better.

    There was pressure to look for rolls to build up Xs. This was hard. Often, I wanted to fight, but needed to stop myself: wait, I can’t fight yet, I need Xs. Let’s…um…do something stealthy.

    Often, I had to redraft my conflicts to fit in with my scores. I want to hit that helpless victim! Wait, I don’t stand a chance. I’ll…er…convince him I’m someone else, then hit him. That way, I get to use Ambition instead of Brutality. This “mental redrafting” felt rather unintuitive.

    Because many rolls were Attribute vs Attribute, my rolls broke down like this:

    • Brutality rolls: I didn’t stand a chance.
    • Ambition rolls: I’d win about 75% of the time.
    • Soul rolls: 50/50 chance of success, approximately.
    • Devil rolls: 50/50 chance of success, approximately.

    So, I avoided Brutality rolls (attacks on helpless victims), and did lots of Ambition rolls (stealthy stuff). It felt a bit too constraining.

    I’d have liked more chance to succeed on my weaker skills. Would it be possible to roll, say, Attribute-you’re-using-plus-one vs. Attribute? Or, perhaps, to use a more Sorceror-style resolution method, with the highest die winning, rather than counting successes (I think this increases the probability of winning with less dice).

    Also, Soul was a weird attribute. With all the other attributes, it seemed possible to make a choice to use them: “I do this stealthy thing”, “I attack that helpless guy”. With Soul, you needed to frame yourself into a desperate situation to use it: “So…my pirate’s in desperate circumstances…and then I do this thing”. I avoided having a high Soul, because I thought I’d need to crowbar it in to use it.

    Oh! And one thing I really, really wanted was a map, right in the centre of the table. When we were unsure what to do next, I wanted to look at it and say: “Oh, we’re near the merchant shipping lanes, let’s go rob something” or “We’re near Jamaica, let’s go ashore”.

    Also, pirates need hit points and armor class.

    There you go. That’s rather rambling, but I hope that’s of some use. I’m looking forward to playing Poisson’d again tomorrow.

    Graham
    • CommentAuthorlumpley
    • CommentTimeApr 8th 2008
     
    Very helpful, thank you.

    I haven't mentioned it (because I'm feeling a little defensive on the point, for reasons not related to your writeup at all) but I appreciate where you've told me the text isn't clear, too.

    Did you strike any or many bargains in your game?
    • CommentAuthorGraham
    • CommentTimeApr 8th 2008
     
    No, we didn't. Alex made good his initial bargain, by backing Simon for ship's captain.

    I must admit that I'm a little confused: how do bargains work in play? I say "I want you to back me for ship's Captain" and you say "Make it a bargain and I will"? No, that wouldn't work, there's no condition on the bargain. I say "I want you to back me for ship's Captain" and you say "Only if you promise to protect me for murder" and I say "OK, deal". Like that?

    By the way, I meant to edit that post above to use nicer language, but you read it first. So if you could imagine words like "tedious" toned down a couple of levels, I'd appreciate it. (I liked the game a lot, in case that wasn't clear)

    Graham
    • CommentAuthorSimon
    • CommentTimeApr 8th 2008
     
    I struck a second bargain with Alex in exchange for extra booty, which is yet to be fulfilled.

    There are lots of really nice historical maps which would be great for this game.
    • CommentAuthorSteve
    • CommentTimeApr 9th 2008
     
    I'd be quite happy to draw a map, or even bring along several of the maps of the Carribean I own (Rolemaster Pirates, GURPS Swashbucklers), but I didn't read your comments until this morning so no dice.

    Someone could print one of these out:
    map 1
    map 2
    • CommentAuthorGraham
    • CommentTimeApr 9th 2008
     
    The second one's great. I'll try and get that printed.

    I have some more general thoughts and points. Vincent, do feel free to ignore these as mad ramblings, but I hope some of it is of use.

    Stop me if I've missed a vital rule. It's quite possible.

    1. How do you go up against a fortress? Your ship's Profile is 10, right? And the Fortress is 14 or 15, so that'll usually be suicide.

    2. Is there a way of increasing your ship's Profile? Can you spend Plunder to improve the ship? Can you get a new ship?

    3. As a general musing, my feeling about the game is: I like it, but the rules can be quite constraining. For example, you want to go ashore, but you don't have enough Leisure.

    Some constraint's good, but it feels like too much. I'd quite like a bit more "looseness", in the game generally, to do what we think, narratively, should come next. Perhaps, say, if you don't have Leisure, you can still go ashore: you could make a roll to rent a bed from an old widow in exchange for "favours".

    4. On that last example: what roll would you make to persuade an old widow to take you in for the night? More generally, what roll would you make for a "social challenge"? (I wonder whether Soul should be used to persuade "decent and honest people" to help you.)

    5. Although I like the mechanic of building Xs, then using them to fight, it can feel odd. (I hope this is useful, by the way: I'm slightly nervous about criticising the central mechanic).

    For example: let's say we've just captured a merchant ship and Simon insults my fighting ability. What I'd like to do, and what would seem natural, would be to fight him. But the rules push me away from that: I've used all my Xs in the last fight, so I should do other stuff before fighting again.

    So, I worry that the "building Xs" mechanic dissuades me from starting fights. Instead, I need to plan: I'll do sneaky stuff, then fight later.

    This feels rather unpiratical. As a pirate, I'd like to snap into fights at a moment's notice. I'm probably missing something, though. What's the intention of that "building Xs" mechanic?

    ________

    So there you go. Some of that sounds more negative than it's meant, so bear in mind that I'm enjoying the game very much.

    Graham
    •  
      CommentAuthorWK
    • CommentTimeApr 9th 2008
     
    I will also add these links:
    Port Royale Game Map PDF - It's from a semi historical simulation computer game (yes, even though you start as the trader with a small merchant boat, you do have the option to become a pirate and there are ship battles) that I have (sad, I know). It shows general economic goods that each port/town produces (which gives you an idea of what sort of goods you will get if you intercept merchant ships leaving those ports) as well as which towns had proper governors (who had the authority to hang pirates) between 1570 and 1660.
    Port Royal Town Map - Shawn Brown's execllent map of Port Royal, made for an issue of Dragon magazine.
    Regards,
    WK.
    • CommentAuthorSimon
    • CommentTimeApr 9th 2008
     
    Also, as Captain, I'm confused by the idea that I can't just grant leisure in return for bargains or anything else. You need plunder to pay for room and board, presumably.

    If you just wanted to go out into a town, cause bloody havoc without paying and return to the ship, what would you do?
    • CommentAuthorwulf
    • CommentTimeApr 9th 2008 edited
     
    Steve sez:
    "Someone could print one of these out:

    map1 "

    (Http address:
    http://www.cdrinfo.com/Sections/Articles/Sources/Pirates!/Images/Pirates_map_large.jpg )


    I think I recognise #1. Is it not from that old computer game, 'Pirates'. I used to get a lot of enjoyment out of blowing merchantmen to hell with my guns:)
    • CommentAuthorSimon
    • CommentTimeApr 10th 2008
     
    A rule that does not work: spending an X to remove a player's dice in a fight seems too powerful for the GM. There is no equivalent power for PCs, so it is not balanced.
    • CommentAuthorGraham
    • CommentTimeApr 10th 2008 edited
     
    That is an extraordinarily powerful rule, which only the GM can use effectively. (It's not quite clear from the text that it only benefits the GM, but it seems to work that way in play).

    It could work if spending the Xs froze the player's dice, so they couldn't do any more with them, rather than removing the dice.

    I absolutely loved that game last night.

    Graham
    • CommentAuthorSteve
    • CommentTimeApr 10th 2008
     
    It would also work if the player could pay an equivalent amount to avoid the danger.
    • CommentAuthorSteve
    • CommentTimeApr 10th 2008
     
    A quick recap of yesterday's events for those who weren't there.

    Everyone had enough plunder for a visit to Santo Domingo but whilst the captain was out of the room he was voted out of office. Counting Robert Cob was the new captain and after some dithering renamed the ship the Evil Farquhar.

    Bloody George and Henry Hall took a room together to discuss the issue of the new captain. George spoke of his desire for Hall and they agreed that if he supported Hall for captain, he could bugger him. This was overheard by Filthy Vincent Baker who was loitering outside. Whilst George and Hall were having their way with the serving woman, Baker confronted them back was chased away by the serving wench who stabbed him in the buttocks.

    Everyone decided to go to a social engagement. Catherine Bryson, daughter of Lord Bryson, was having her coming out Party. George set her a poem and some flowers. Everyone got nice clothes for the event except for Filthy Vincent Baker. he decided to sneak in and ended up as one of the masked players providing entertainment for the evening. his guise was that of a donkey carrying a young girl on his back. His masked covered up his identity but not his smell.

    Cob, the new captain, managed to get a letter of marque from Lord Bryson, to attack La Pinta, a Spanish treasure ship out of Venezuela. Cob tried to get another captain to help him but ended up having his letter stolen from him.

    Hall, previously an office on the Reliant, introduced himself to its captain, Harkness, who didn't recognise him. They seemed to be getting on famously.

    In the meantime Hall and George met Lady Catherine who was charmed by George's advances, agreeing to meet him later in the Orangerie. Cpt Harkness of the Reliant who had been chasing our pirates took umbrage at the advances made to a woman he considered far beyond the means of George. He challenged him to a duel and named Hall as his second. George chose Manuel as his second.

    As she slipped out to her assignation, Catherine was attacked and raped by Filthy Vincent Baker, still wearing his donkey mask. He left her unconcious body in the garden where it was discovered by Manuel. He took this opportunity to divest her of her jewels including a precious locket given to her by her mother on the occasion of her coming out.

    There was an outcry, obviously, and Lord Bryson put a bounty of £1,000 on the head of El Burro, the Spanish bandit who had committed the crimes against his daughter.

    In the morning, at the duel, Hall turned up with his favourite weapon, a swivel gun, and whilst the duellist faced up, he shot Harkness in the back and killed him.

    At the ship, Cob, having heard of the bounty on El Burro, gave Filthy Vincent Baker over to the authorities. He used the bounty to pay of the malcontent crew. Filthy Vincent Baker was hanged and his spirit turned vengeful and haunted the ship.

    A new pirate joined the crew.

    Cob also realised that his letter of marque had been stolen but he managed to forge a new one. Some of the crew went over to the Fair Wind, Bryson's flag ship and managed to persuade him to have his ship join the hunt for La Pinta, because it was escorted by a Spanish ship of the line. They also poisoned the Admiral at dinner and he died shortly after going ashore.

    The ship set sail for the Spaniard, as they approached, the peeled out from behind the Fair Wind as it engaged the Spanish escort, and engaged La Pinta. Bloody George was made Captain for the fight being better suited than Cob for command (and having a big stack of Xs). The deal was that he would get a quarter of the treasure.

    It was a close run thing but they triumphed and pillaged La Pinta. The Fair Wind also won its fight but had been badly damaged. As it approached the pirates for its share of the booty, the opened fire and managed to sink it, just (on the last roll of the last die). A new vote was held and Hall was elected captain, even though Cob expected to get it back. George was given a quarter of the booty by Hall and had his way with him in his cabin.

    The ship was badly damaged and they put into port. The new pirate decided to spit in the face of god, this he accomplished by disguising tar barrels as wine and sending them to the Cathedral where they were put in the cellar. He lobbed in a grenade a blew the place up. Whilst this was going on, God offered Hall a deal. He would lift the curse on the ship if the whole of the next bounty was given to the church. Hall agreed.

    Cob found a woman he loved and seduced her with a view to marrying her. Some other stuff happened that I can't quite recall but it resulted in Bloody George being judged and avoiding Hell. Someone else was judged and went to Hell.
    • CommentAuthorwulf
    • CommentTimeApr 10th 2008 edited
     
    Ambition can be advanced past 6. True or false?
    • CommentAuthorSteve
    • CommentTimeApr 10th 2008
     
    True.
    • CommentAuthorGraham
    • CommentTimeApr 11th 2008 edited
     
    This was my favourite game session for a long time. The amount we squeezed into one evening was incredible. I really want to play Poison'd again.

    The ending with Bloody George and Gentleman Henry was: Henry decided he couldn't live with himself, after George had buggered him, and that one of them had to die. Henry came at George with his swivel gun; George defended himself with his meat cleaver (note the two different weapons: we used the rules and they worked well). George was killed outright, elected to face Final Judgement and went to heaven. God loves an old bugger.

    In the way of useful feedback:

    1. Would it be possible to have more Ambitions in the list? I chose six to start with and fulfilled two of them, choosing new ambitions. This meant I was near to exhausting the list and having to choose ambitions again: and, although I could choose a different person to f**k/revenge myself on, it'd be nice to have more options.

    2. It's interesting to note that the game we played was a full game of Poison'd. Since two pirates left play, it was, by the rules, our last session. (Admittedly, we could have slowed down on the killing, but still, a full game).

    3. We made a few instant decisions about the rules. For example, Filthy Vincent Baker didn't have enough Leisure to enter a party, so he made a roll to sneak in. Could this be codified in the rules? You can avoid spending Leisure if you make a roll (to steal clothes, to sneak away from the ship and dodge your work).

    4. On Plunder: it often seemed appropriate to gain Plunder by other methods than robbing ships. In our game, we decided the heiress was wearing a necklace, worth 1 Plunder; and that we gained 6 Plunder (?) by handing Vincent Baker over to the authorities. In these cases, the GM decided how much Plunder there was. Again, could this be codified in the rules? Plunder is available from other sources: the GM decides how much you gain from various sources.

    5. That bit about persuading another ship (a Navy ship, I think) to accompany us in an attack? That involved some GM ruling, too: no, you can't just steal the ship; they have 200 men on board, so a crew-to-crew attack would be difficult; yes, you can persuade the captain to attack. Again, it would be useful to have some guidance on this in the rules, and a mention that the GM can make these kinds of decisions.

    And reflecting on my earlier points:

    1. The attribute-vs-attribute rolls lead to very specialised pirates. For example, I'm good at sneaky stuff, but pretty ineffective at everything else. When something sneaky needed doing, we'd all look around the table and say "Who's good at sneaky stuff?".

    I quite liked this, but found it a bit constraining (the only thing my character could really do effectively was sneaky stuff). I'd like to be a bit more effective when using my weaker attributes.

    2. The rhythm of building Xs, then fighting, bothered me less in this game: mainly because we began by taking Leisure, which led to rolls rather than fighting. (At first).

    3. Note that we did need to face the issue of "How can you raise your Profile, to stand a chance against stronger ships?". We did it by persuading a ship to accompany us.

    4. I was totally wrong about "social conflicts". We had lots of social conflicts and always did them with Ambition vs Brutality rolls: that is, they were always deceitful.

    As a final point: I'm a little worried about flashbacks. They seemed a bit inappropriate for the game. They work well in Dogs (where it's all "I remember back to being trained), but having a flashback just before the fight seemed to detract from the immediacy of the fight.

    Player 1: "Enough talking! Let's settle this matter. Draw your sword!"
    Player 2: [Realises he needs Xs] "OK, so I remember back to when I first picked up a sword..."


    This seemed particularly true in the first scene of the game, where we all needed Xs, and were all tempted to do lots of flashbacks. Given a choice, I'd ban flashbacks.

    Anyway, there you go. I loved the game. I'll play again soon.

    Graham
    • CommentAuthorGraham
    • CommentTimeApr 11th 2008 edited
     
    Oh, and I wanted to add this additional point on Bargains, but it took me over the character limit for posts. So here we go.

    5. We made lots of Bargains, but they felt unintuitive. Usually, we'd agree the Bargain verbally: "I'll give you the captaincy for this battle, if you promise to give it back"; "I'll support you as captain, if you let me bugger you afterwards".

    But, then, we had to translate it into Bargains on character sheets: "OK, so you write down 'George promised to support me as Captain' and I write down 'Harry promised to let me bugger him'". This wasn't intuitive: mainly because Bargains were usually two-way, but we had to convert them to one-way; partly because the wrong person seemed to write down the Bargain (when I promised to support Harry for Captain, it was Harry's player who wrote that down).

    Ideally, I'd prefer Bargains to be a two-way mechanism (between two players), represented by cards on the table.

    (Our card would have said "Harry will let George bugger him if George supports him as captain". Or, even better, I'd have written "I promise to support Harry for Captain", and Simon would have written "I promise to let George bugger me", and we'd both have signed it and left it on the table. That'd have been good).

    Then, in some way, either player could withhold Soul dice from the other while the card was on the table (which would remove the card).

    Graham
    • CommentAuthorSimon
    • CommentTimeApr 11th 2008
     
    I, too enjoyed the game.

    I liked the option of specialisation. One pirate didn't specialise, and basically had a 50/50 chance of winning any type of scene. More flexibility but fewer X's bascially. My pirate had no chance of subtlety at all.

    Other confusions - if you confront the Captain - can he always sic the crew on you? If he wants to do this, can the other PCs decide if the crew intervenes to help or just stands and watches? (Out of character show of hands would do it)

    I'm a little confused about how player vs player non-fight conflicts are handled. I hope it isn't one PC rolling against their own attributes.

    We made new bargains literally by making bargains. So two PCs would agree to do stuff for each other, then both write it down. We assumed that's how it was supposed to work, anyway.

    This is probably micromanagement, but I'd like our choice of tactics to be able to affect the outcome - for example, maybe fire grape shot to kill lots of crew, chain shot to stop them getting away, double shot for effectiveness at extreme close range. Maybe spend X's?

    If we are allowed to do non-fight scenes to take over ships (eg sneaking as we did to get an escort) it's going to be overwhelmingly easier to do that than actually fight other ships.

    Anyway, it was a fun game and I'd play again.
    • CommentAuthorSteve
    • CommentTimeApr 11th 2008
     
    Non combat skills are extremely powerful but more risky than fights. You can always decide you've had enough in a fight a drop out to lick your wounds. But if you're good at sneaking you can poison loads of people.

    It wasn't very clear about spending 3 Xs to kill NPCs but I think what this means is that it's not an option. If you want to kill NPCs out of combat, you're going to need those Xs, so no poisoning the crew of the Fair Wind all in one go, but no problem poisoning the Admiral.

    On the other hand it seems that you can persuade people very easily. I did make you jump through hoops to get the navy escort requiring you to obtain the letter of marque first. But there's nothing mechanical to prevent you marching up to the admiral and obtaining his daughter's hand in marriage. Should there be a veto system? GM or players can veto actions that seem too powerful or out of character.

    As Simon points out, non-combat contests between pirates allow for no comeback from the defender. They don't get a roll nor can they spend Xs. It's deprotagonisation at it's worst! (ok, not as bad as in Tbilisi or Harry Potter where it's a mechanic).

    I really enjoyed the game too and it seemed that Ambition did a very good job of driving character behaviour but it's possibly too easy to rack up Ambition if you really want to.
    • CommentAuthorwulf
    • CommentTimeApr 11th 2008
     
    Great game. Really enjoyed it

    But I felt that if you designed a charcter for social skills(+Ambition & -Brutality) you didn't really miss out on the violence, debaucher & general chaos one's character could engender and had a rounder more useful character overall.

    It seemed to me that the more 'Brutal' pirates were less useful at skills that didn't include brutality. Is this a purposeful design?
    • CommentAuthorlumpley
    • CommentTimeApr 11th 2008 edited
     
    Thank you all! I'm glad you had a good time.

    What if in success rolls the GM always rolled, say, 3 dice, instead of your opposed stat? Let me think about that and about whether the stat vs stat thing is super important to me. Maybe half your opposed stat. Maybe stat vs stat but the GM drops one success because the devil looks after his own - I kind of like that actually.

    Anyway I have thoughts and questions. Here are some:

    The GM should be actively calling for success rolls too, not just the players. Things like "I swim over and sneak on board, so that's a stealth roll" or whatever, it's perfectly reasonable for the GM to call for a going into danger roll first, because of the sharks, or enduring duress to represent the effort of swimming fully laden. When I GM I aim for half the rolls being my call, give or take.

    Bargains are the social resolution rules. If you walk up to the admiral and demand his daughter's hand, he'll just say no, unless you make it worth his while.

    I haven't figured out how to explain bringing fights as GM. You always can when someone loses a success roll. When they don't ... you still use the fighting rules whenever a fight breaks out. If you walk up to the admiral and don't make it worth his while, and he draws his saber and attacks you with it, you're either fighting or enduring (bad) duress, right?

    You can go on land and do things without leisure. I know a GM who writes all the cruel fortunes on cards and flips through them whenever he's not certain what to do next, but my advice would be to write these on cards first: fight, bargain, go into danger, attack someone helpless, use stealth or great care, endure duress. Those work on sea, on land, they're the thing. So a player can make a stealth roll to get his pirate into the party, having threatened (threats are bargains, of course) the tailor into giving him party clothes, go into danger to approach the captain's fiance with the captain standing there, and if he loses a roll it's the governor's guards bringing the fight. Spending money is the easy way, but you can do it the hard way.

    I want to talk about non-combat conflicts between PCs. Tell me one that happened in your game, and who it was between, what they did, and how you handled it?

    Oh and for flashbacks - some flashbacks I can take or leave, but I've never been unhappy with a flashback that included Captain Brimstone in it. I couldn't bear to part with those.
    • CommentAuthorSimon
    • CommentTimeApr 12th 2008
     
    We had one conflict were a PC dobbed us into the authorities, which he won. Next thing you know, we are all in jail.

    I don't think we were using the Endure Duress rules at all, which is not good. I suspect that one PC can't kill another or take them out of the game without the player's permission, even if they've used Stealth to adminster a deadly poison or stabbed someone in the heart. A PC could decline to enter the fighting rules simply by Enduring Duress


    I was under the impression that we couldn't do exactly as we pleased, and could only do certain types of scene, but your explanation makes me understand that that's not the case. You just do stuff, and then rolls emerge from play. You can deliberately call for scenes and rolls. It's not like DitV where the conflict rules, raises and everything are the game. Fo example (I could be wrong) if the GM has established it's foggy and the Reliant appears, you'd skip over most of the ship to ship fighting and be broadsides straight away.
    • CommentAuthorlumpley
    • CommentTimeApr 12th 2008 edited
     
    Posted By: SimonWe had one conflict were a PC dobbed us into the authorities, which he won. Next thing you know, we are all in jail.

    Actually I kind of like that. The one pirate's like, "hey, authorities, you know those guys?" and the GM is like, "bam, here's 'arrest' in play." That's kind of fun. You could also play it out, of course: the one pirate fingers you, so the GM brings the constabulary into play and you roll some success rolls and then have a fight, and maybe you come under their power and maybe you don't. Skipping over that and going straight to arrested is legit but aggressive.

    The Reliant rolling in through the fog: Sure! Very much so.

    Declining to enter the fighting rules by enduring duress: Very much so, also. However, if that looks like it's going to become suck, cut in and demand that they make a bargain. "It's clear that you're going to keep attacking, and you're going to keep enduring, and we're going to get bored of it. Fuck that. Bargain, right now, both of you."

    If one PC uses stealth to poison another, here's what you do. First, you CAN have the victim make an enduring duress roll to determine whether the poison's sufficient. There aren't any rules for whose call this is; it's not automatic, the victim's player doesn't necessarily get to demand it outright, the GM sort of does but not absolutely - just, sometimes it'll be obviously the thing to do, so do it; sometimes it'll be obviously wrong, so don't do it; sometimes it'll be non-obvious, so somebody decide. It's good for the GM to have it in mind, though, so you don't miss it when it's a good idea.

    Either way, if the victim loses the enduring duress roll or if there wasn't one, being poisoned counts as a deadly wound. Flip to where it says "if your pirate suffers a deadly wound" and go from there.
    • CommentAuthorGraham
    • CommentTimeApr 12th 2008 edited
     
    We had one conflict were a PC dobbed us into the authorities, which he won. Next thing you know, we are all in jail.


    Did we? When?

    Could just be me but I don't remember it.

    Graham
    • CommentAuthorwulf
    • CommentTimeApr 13th 2008 edited
     
    'Graham' sez:
    "Did we? When?"

    Paulo turned my character, "Filthy Vincent Baker", in for the reward on his alter ego: El Burro and fluffed his roll. So you all got thrown in jail.
    • CommentAuthorSteve
    • CommentTimeApr 13th 2008
     
    I guess that did happen but in all the excitement I forgot what happened.

    I also think that I probably didn't make proper use of the cards. It was only afterwards that I realised that there were cards and rules for much of what had happened.

    So how did you get out of jail?
    • CommentAuthorGraham
    • CommentTimeApr 13th 2008
     
    We used a Get Out Of Jail Free card.

    Graham
    • CommentAuthorAlex F
    • CommentTimeApr 13th 2008
     
    Damn, sorry I missed this session. Graham told me it was very good. I'm glad Paulo gave Cobb a good run at it!

    I liked the flashbacks in the context of the way we interpreted other aspects of the rules - the fact that we were so constrained in our freedom to e.g., go on shore made the flow of the grander narrative feel a bit like playing Monkey Island, which is no bad thing as long as some flexibility peeks its way in elsewhere, which is what I felt the flashbacks provided.

    Getting some clarification (and missing sesh 2) I can understand that flashing back is perhaps less vital and potentially jarring, but I still see a place for it. Perhaps a group consensus that when action is flowing fast, flashbacks have to be hella punchy? e.g., if I'm about to fight Hall then Simon could flashback to hanging me by my ankles over the edge of the ship and laughing at my helplessness, or I could narrate seconds before I'm shoved in the hole, trying to establish my indomitability. Just say a couple of sentences and roll, loser tying up what then happened with a sentence.