I started
this before the vote, with the intention of having another excuse to
buy some of the excellent lasercut buildings out there. This would
give the chance for proper swashbuckling. If this goes ahead will
probably be the swansong of my pirates. Plus, the creator of
Trumpton and Cambelwick Green has just died, please take the usage
below as many hours of pleasure in more innocent times.
My loyal readers will
have seen several attempts to do a pirate campaign. None of them
have worked but Excelcior, onwards and upwards. Lets have another
go-.
One of mistakes was
limiting it to 2 players. Trying to do multiple sides just doesn't
work. The other was making it linear. This needs to be “bang,
bang, everything's changed”. Inspiration from Black sails rather
than Pirates of the Caribbean.
I've taken Captain
Avery as my starting point. Not only was he one of the most
successful, he had a fleet of ships and lesser captains under him.
He also retired to the West country and was said to have been robbed
by those bigger sharks, Bristol merchants.
So let's take the Devon
coastal town of Trumpton under Green. Somewhere betwixt here and the
parish of Camblewick there be treasures:
Deed box, containing
deeds of local manor farm, and coaching inn plus several large
properties in Bristol and Boston. Whoever has these can control
rents and sell the properties.
Treasure chest
containing the jewels of the Sultana of Marmalada.
Treasure map of the
Madagascaran Brotherhood.
Lost key to the map.
Now let us look at the
key players, all ex captains under Avery:
Vicar the reverant
Allbright, with his villainous verger, the murderous Meeps. There
is a church upon the cliff, under which caves what are the haunt of
local smugglers controlled by the pair. Them who do say talk of
secret tunnels.
The Vicar and Meeps
have 6 local smugglers to hand. These are always replaced. They are
armed with the odd pistol and farm implement, but they have superior
local knowledge and can be virtually invisible. The vicar only gets
one 1-6 choice in the blind auction.
Rev
Allbright Q4 C3, sword, pistol, leader, brawler, danger sense
Mr
Meeps Q4 C3, sword, pistol, 2ic, brawler, murderous
Generic
local Q5 C2, improvised weapon, brawler,
Squire and
Magistrate Kettle and the local militia. The great hall, located
in Manor Farm, close by the church, is the scene of much quaffing of
illegal brandy by these scions of the gentry sworn to uphold the rule
of law.
The Squire has a
troop of 4 mounted dragoons always to hand. Plus 1 irreplaceable
niece/ward. These are supplemented by stalwart chaps from the estate
plus any “visitors” who may happen by. The Squire only gets one
1-6 choice in the blind auction.
Squire
Kettle Q4, C2, mounted, sword, pistol, leader
Dragoon,
mounted, Q4, C2, Carbine, sword
Niece,
Q5 C1 sword, pistol mounted in borrowed Dragoon kit
The
Cock and Bottom coaching inn. This establishment, plus a couple
of hovels, straddles the road overlooking Trumpton under Green betwixt
Camblewick. Here is becalmed old Captain Hook and his cronies,
drunkards all.
Captain Hook has 2x
1-6 choice in the blind auction, but does not lose for stepping up or
down, but all choices automatically become drunkards.
Cpt Hook Q3 C3, sword, pistol, hook, leader, murderous, danger sense
The
Saucy Scullion. Captain Red and his Fanny. There's one tavern
on every harbour waterfront that caters for the sort of person who
wears too much black leather and hats with lots of feathers. Now
it's home to this captain and crew. Deep cellars, private rooms and
interesting passages await.
Captain Red gets 2x
1-6 choice in the blind auction. The Scullions are one less OR drunk
to this crew-.
Cpt
Red Q4 C3, sword, pistol leader, thrower
Miss
Fanny Q4 C3, sword, main gauche, dashing, murderous
There
is, of course, a 5th force that is spread about the town.
This is the remnant of the available. These can be activated under a
captain if required.
Blind
Auction. Each crew has a limited number of points (1,2,3,4,5,6 x
1or2) to bid for prospective crew. If you want a more quality or
quantity you can add bids but you loose 1 (I.e a 2+3 can make a 4 or
2x2). Everyone bids for the available crew, bids are compared and
the winner gets. Any left over are out n about in the town and can
be recruited using dead mens bids. Alternates may be added. You also
get another 1-6 choice if you gain a treasure or you stand in the
middle of Trumpton and declare that you have a treasure and
you're recruiting a crew.
Here
they be:
'Arry
Q4 C2 2 pistols, good shot
Becky,
Q4 C1 a Scullion, sword & pistol
Cherry,
Q4 C1 a Scullion, sword & pistol
Dee,
Q4 C1 a Scullion, 2 swords, murderous
Elmer
Q4 C2 pistol, marksman
Flag,
Q4 C2 sword, strong, dashing
Guido,
Q4 C2 sword, strong, passing strike
Hanna,
a Scullion
Imogen,
a Scullion
Jake
Q4 C2 sword, strong, passing strike
Kelly
Long
John
Mister
Bates Q4 C3 sword, murderous
Nodbert
Q4 C3 sword, strong, passing strike
Old
Preacher
Queer
Thomas
Rodger
the cabin boy
Simon
Q4 C2 sword, strong, thrower
Trevor
Ugalik
Violent
Bob Q4 C2 carbine, good shot
Willie
Xander
Q4 C3 sword, murderous
Young
un Q4 C3 thrower
Zebidee
This is a selection of my available figures, just to give you an
idea. I'm aided by having used letter beads on most of mine so
everyone can see who they're dealing with! I've left several and
deliberately simplified the rest.
Suggested play. Obviously I'm looking to use Ganesha's
Flashing Steel, but you could use Flying Lead. There are other
pirate games out there, but I don't know them.
I want to get a “black Sails” type plot twist feel going. To do
this I'm going to suggest using the initiative rolls. You could use
event cards.
Rather than take turns and to encourage roleplay I'd suggest that a
player declares a move on an opponent then both roll for initiative.
Fortune favours the brave. One word of warning, this type of play is
best suited to a group who agree that the aim is to have interesting
games rather than point-scoring.
You can go to extremes, with one faction fleeing with 1 or more
treasure then being pursued by 1 or more of the others. I'd suggest
that only the captain knows the location of the treasure and a search
may be of limited use. Players should aim to have fun! You can take
the basic game as season 1 and go from there!
Vicar the reverant
Allbright
1) Someone
squeals to the Revenue and the winner can swap out for a revenue
force
2) Someone
squeals to the Revenue, the Vicar can hide (leaving the local to
their fate) OR rouse another D6 of locals to come to his aid
5) Choice
of ground, can stage an ambush.
6) Can
swap out with the Squire.
Squire and
Magistrate Kettle
1) All
are drunk.
2) Late
start. Each rolls D6 indicating turn appearing. If niece rolls a 1,
she's been kidnapped.
If
she rolls a 6 she's kidnapped one of the Scullions who was in boys
clothes.
5) Gains a D6 of Pirate
Hunters (Officer+3, Sergeant+ rest)
6) Can swap out with
the Revenue.
The
Cock and Bottom
1) Everyone is drunk
and the place is surrounded
2) Everyone is drunk
but Hook & D6 of his cronies (all drunk) have snuck out the back.
5) Hook and a
remarkably sober crew set up an ambush
6) Can swap out with
the Squire.
The
Saucy Scullion
1) The Scullions have got pissed and gone off after someone (winners
choice) rest turn up D6 turns later, roll for sobriety
2) Everyone is drunk but gain a D6 of patrons
5) Forewarned, a force sneaks off and sets up an ambush.
6) The Scullions have captured the opposing captain and is demanding
ransom. There is talk of a portrait painter
Pirate
hunters
Captain Q3 C3 Sword, Pistol, Leader, brawler
Sergeant Q4 C3 Sword, strong, murderous, brawler
Trooper Q4 C2 Sword, musket, good shot, brawler
Revenue
Captain Q4 C3 Sword, Pistol, Leader, mounted
Sergeant Q4 C3 Sword, strong, musket, good shot
Trooper Q4 C2 Sword, musket
After an engagement. Note the bids of the dead. Add 1 to each of
the winners and -1 to the losers. These may now bid for
replacements. The dead can be recycled if there's need!
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