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.
Best of 2011
2 weeks ago

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