In my previous threads, you were able to see some of the stuff i built so far:
Here's a quick rundown of the sets and MOCs that will be available for the game:
- Lots of ships of various sizes
- Lots of boats (sails and/or oars)
- A mountain of pirate minifigs: Pirates, merchants/traders, harbor personell, sailors, soldiers (bluecoats) with officers, marines (redcoats) with officers, skeletons, skeleton pirates, islanders.
- various sea and land animals: Sharks (including two white ones), manta ray, octopi, sawfish, Kraken/giant squid, monkeys, alligators.
- one free trading post, two pirate ports, eldorado fortress, enchanted Island, plus more small and medium sized sets (broadsides brig, imperial outpost and so on)
- Enough small and medium sized islands to fill my little carpet-caribbean
- Marooned pirates to rescue
- Treasure chests, barrels, various other cargo items
- Cold coins
So with all that stuff in storage, practically every scenario imaginable is possible.
Now the question: What do you think would make for an interesting, appropriate introductory scenario?
The two other players have no ESPG experience, but regularly play complex boardgames like Axis&Allies, (Advanced) Heroquest, etc., so rules complexity shouldn't be a problem.
Please consider the following aspects when stating your ideas:
- Three players, including me
- One ship per player, with the option of upgrading it in the game through raiding of other ships or buying a better one in a port
- Playing time not too long (3 hours would be cool, including some rules explanations in the beginning)
- No big sea battles which "would be cool" but are inappropriate for new players
- Player interaction of some sort: Wether it be straight combat, trading, or a mix of both; It should be one game with three players instead of three games with one player each ;)
- "Coop-mode" against me as a GM would also be a possibility
- No player elemination, i. e. if a player's ship gets sunk, he shouldn't be out of the game, likewise he shouldn't be too disadvantaged to make it impossible and pointless for him to try to play and longer
- Action-oriented: Less role-playing, more sail-and-shoot
- Too many NPCs (if present at all) slow the game down tremendously and have to behave without needing a game master
- A way to keep score of some sort; The game should ideally have a goal and/or a clear winner in the end
- Not too many things to do/explore/experience at once = gameplay shouldn't be too overwhelming
- KISS: Keep it simple, stupid! ;)
Phew. As you can see, there are quite a few things to consider for a simple scenario. Anyway, please feel free to post whatever floats your mind. Every idea can be elaborated on!
As a big THANK YOU for your input, i promise to write a detailed after-action-report with pictures.
Edited by Cherno, 21 December 2010 - 05:13 PM.