Phred, on 18 December 2010 - 06:40 PM, said:
I like the color coding of recruitable pirates and their color coding. Additional crew is always handy when taking over other vessels.
In the gaming, are you able to take over a neutral port and use it as a base?
In a GM-less scenario, i don't think i'll allow taking over ports. That would probably make the invading player too powerful as the port would be blocked for other players, and i don't plan on having more than one or two ports. Maybe raiding would be an option as an additional way to gain income, but that has to be structured by special rules, too. So at the moment, i guess ports, if they're there at all, are just for buying and selling stuff and quickly reparing a damaged ship.
In a GM-guided game, however, ports have greater importance; NPC traders could start and end their tours here, contacts may give the players quests, etc.
Anyway, thanks a lot for the idea of raiding/taking over ports, i think i'll gie this one a try sometime.
Phred, on 18 December 2010 - 06:40 PM, said:
The lack of sinking ships is very realistic to sailing era combat. The consensus of books that I have read is that few ships were sunk in combat and were instead taken over to be repaired.
In an actual game, i think it wouldn't be too much of a difference if a ship is sunk or stripped of it's crew, as a player can only safely command a second ship without the chance of mutiny if he has the special character "Completely Loyal Henchman". As special characters are pretty rare, most players won't be commanding more than one ship, and those that do are probably a prime target for the others. If a ship without crew can't be repaired and crewed by the winner of a sea battle, he has the choice to haul it back to a near port in order to sell it. If a port is too far away or he doesn't want to do it anyway, the ship will maybe sit there for a few turns, getting moved around by the wind, until it is taken off the map in order to avoid cluttering and to always have enough spare ships to give out. At least, that's the way i'll probably handling this. Thanks you very much for bringing this up! Better to make rules beforehand instead of having to decide ad-hoc in the middle of a game when the issue does come up suddenly.
One other thing i might change is the way pistol and musket fire is handled. As per the ESPG rules, volleys of projectile weapons can be pretty devastating, so actual boarding actions are rare. I'd like to give players a reason to jump over to the enemy's ship and start attacking with cutlasses, while at the same time keeping it simple, i. e. no ammo rules or similar. I'm not sure how to do this, or if it's possible at all without breaking the games inherent simplicity.
@Francis Dampierre:
As you have obviously tinkered around with the rules a bit, do you have any idea/advice on how to handle cannon, pistol and musket ranges? Is there a maximum range? I couldn't find anything like that in the official rules, so i assume it would theoretically be possible to fire weapons at a very long range, until the modifier gets too high. 36" for a cannon, 6" for pistols and 18" for muskets sounds about right. Also, a cannon has a no-modifier-zone of 6" to 18" (instead of 6" to 24"), with -1 per 6" after that. That's the way most players in the past seem to have done this.