Thursday, February 4, 2010

Sunday, September 13, 2009

Version 2 - After some Playtesting

Still need to find a good mechanical element to encourage role playing, but I think the mechanics work much better. Special thanks this week to Tina Perrin for her suggestions.

Mutiny on the Seabird


The year is 1690, the French pirate ship the Seabird has been sailing up the eastern coast of America looking for ships to plunder with no luck. 3 months ago they put to sea, their rations are running low, as well as their run, no booty is coming into their coffers, and there is nary a wench in sight!

The Captain has not made good on his promises and the crew's morale is at an all time low. It's time for a change, you and your fellow conspirators gather at night when the captain is sleeping. In a small hold whose walls divide up the cargo area, you plot your mutiny. One of you must become the new captain, with a small group of followers you must win over the rest of the ship.

The rules:

Players start with no crew members
Captain starts with no Crew Members
Ship has a Maximum Crew Compliment of 30

Player one starts the scene by Rolling a D6. That is the number of crewmen that are available to be talked to to sway them to your side. The Captain sets the scene, and the player decides how many crew he would like to approach.

The player and Captain role play out the scene and when the player is satisfied he has made his case he asks to roll the dice to end the scene.

The player starts with a minimum roll of 3d6 this represents his skill at orating the argument. If he has take crew to his side (This happens if he wins these confrontations) he can risk them to try and convince the others to join him by adding a D6 per crew risked.

The captain rolls the #of crewmen that are approached on D6 so if a player approaches 4 crew, the captain rolls 4D6. The captain cannot add crew members to his roll.

If any matches are rolled they total together, otherwise it is the highest single dice on each side. The dice are compared and winner takes the crew approached to his side plus any risked. Ties go to the captain.

Play continues between players, until one feels they are strong enough to take the captain. A battle is fought with each player rolling a D6 per crew member, highest roll killing the other. If one side has more crew the have them continue battling against the crew that survived. Once the round is resolved, start over, and continue until one side or the other is dead. If the mutineer loses the captain gets to narrate the Mutineer's final end, be it walking the plank, keelhauled, or just shot. Make it good. If the Mutineer wins he can describe his victory over the captain.

Saturday, September 5, 2009

Game Chef 2009 Entry

I'm going to go ahead and throw my hat into the ring. Here's my entry into game chef 2009.

Mutiny on the Seabird

The year is 1690, the French pirate ship the Seabird has been sailing up the eastern coast of America looking for ships to plunder with no luck. 3 months ago they put to sea, their rations are running low, as well as their run, no booty is coming into their coffers, and there is nary a wench in sight!

The Captain has not made good on his promises and the crew's morale is at an all time low. It's time for a change, you and your fellow conspirators gather at night when the captain is sleeping. In a small hold whose walls divide up the cargo area, you plot your mutiny. One of you must become the new captain, with a small group of followers you must win over the rest of the ship.

The rules:

Each Mutineer receives 5 token to represent loyal crew members
The Captain (GM) receives 5 Tokes per player for his loyal crew members

Play starts clockwise from the captain.

The first Mutineer starts his scene describing how he is going to go about swaying crew to his cause, this can be against another player or the captain.

Roleplay out the scene with the player in question then make your move. You take 3d6 and add an additional d6 for every crew you wish to commit to the action. Crew committed are put at risk during the round and can be lost.

Your opponent commits rolls 3d6 and also can commit crew to resist. Whether the opponent commits crew or not all of his crew is at risk.

Dice are rolled and the highest single dice is taken as the attack and defense. Matches are added together to get bigger numbers for example if a player rolled 5 dice and got a 4, 5, 2, 2, 2 his highest dice would be a 6 with the 3 two's added together.

If the attacker wins he sways crew to his cause and the difference is added to his crew total.

If the defender wins, the difference up to the committed crew is added to his loyal crew, they changed their minds, etc..

Crew committed to an action cannot be used again until the players next scene.

Play progresses around the table with the captain ending the turn. His actions represent him trying regain his position, and win back the loyalty of the crew.

If a player runs out of crew he is outed as a mutineer, and a scene is played out representing his punishment, keelhauled, or set adrift, whatever sounds fun. That player is then out of the game.