Sajan

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:D


...has disappeared into the aether (hopefully not into The Atlantic!)

Chances are it's probably with the Royal Mail here in the UK awaiting my payment of handling charges, with the notification of those charges having vanished, but can I confirm with you that it deffo shipped 13 May?

Just trying to confirm when and where it was last seen before I speak with the queen's postal service again

Thank you


So, taking 'it's your game and you can do what you want with it' as read, I'm seeking second opinions on something:

Our Damiel missed our last session, and we struggle so much to get the group together frequently enough, he agreed we could play on without him. We battled through from Bizarre Love Triangle (a win following THREE failures the previous session) through to winning - at the second attempt - The Free Captains' Regatta.

As the game owner, I offered to solo Damiel through the scenarios he missed in the interim until our next session, communicating with my buddy on feats and deck construction and stuff. Breezed my way through three scenarios (a free Potion of Flying and Liquid Ice on the way out from the apothecary? Well, if you insist...) but the Regatta was a nightmare - worked my butt off to get five Enemy Ships in place, and was physically tired out by the end. I'm willing to give it one more go, but if I lose that, I'll be taking on the damn race for the fifth time. So I have a possible plan:

I'm playing Alhazara, and she's a dream for the regatta, examining left, right, and centre. I'm sure playing two-handed, I'll get Damiel through no trouble, but my ethical dilemma is this:

Does it seem a bit cheesy deliberately adding another character to a scenario that seems much easier for larger parties? And, if not, would it be more balanced if I play without the role card (Stargazer, obv)?

Thoughts welcome. Cheers.


Not that I'm actually worried - if my maths is right I make it 22 business days since my deck 4 appears to have shipped, which is firmly in the 'between 9 and 36' limit - but I was just wondering if anyone in Europe has seen deck 4 yet? UK specifically, though I doubt that makes any difference...


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(Caveat: this is largely just thinking out loud, since my group haven't started S&S yet, and even when we do, we play with four/five people...)

I've always been really impressed with the blessings deck-location number mechanics in PACG as maintaining a fair difficulty level no matter the size of the party, to the extent that it's always really upset me when the occasional person has missed the point and come up with the false 'shouldn't a larger party have a larger blessing deck?' observation.

However, it feels to me that structural damage must really surely favour a larger party, and I was therefore wondering if something else had been introduced in S&S to balance that effect.

I have already noticed that infinitely more locations close with methods other than skill checks, which I think will certainly make things easier for smaller parties, but which I assume will also make them easier for larger parties, hence it's not the kind of 'balancing' that I was looking for.

Thoughts?


So, what I've been reading about the Oracle - as a non-player of the RPG - implies to me that it's powers are incredibly dependent on which mystery it takes. Does anyone fancy wild guesses on how that might work in the ACG? Or does anyone know if there's an iconic oracle related to the S&S story?


(aka I know Vic promised blog posts soon but I've got overexcited)

most of this is hopefully right, unless I've misinterpreted some stuff...

S&S is introducing ships.

These are special cards, in the manner of the Runeforged Weapons in RotR, in that the adventuring party retains them for use in multiple scenarios without keeping them in an individual character's deck.

The party can have multiple ships, which they mark off on a special fleet card. They can be acquired either by beating them in combat or (I think) as a scenario/adventure reward. The party choose which ship they are using at the beginning of each scenario, as they all have different powers.

Most - not all - S&S scenarios involve ships.

If a character is not alone at a location, when they move to another, they can take other characters from the location they're leaving along with them (as long as they want to go!) 'on the ship'

If a character fails a check against an enemy ship, the party's ship takes structural damage equal to the amount failed by. The party can discard a total number of cards equal to the damage in order to avoid it, otherwise the ship gets wrecked, meaning it gets flipped over. When a ship is wrecked, the party loses the 'transport' ability detailed above and loses the ship's special power, plus, any further damage leads to cards being discarded off the blessings deck. Wrecked ships can be repaired with a craft check at the beginning of each player's turn.

Ships carry plunder - random boons from the box, in a type as determined by a die roll. (I think) the ship starts the scenario with a plunder card underneath it, and another is added whenever an enemy ship is beaten in combat. At the end of the scenario, the plunder cards are added to the player card pool for sorting out decks. Plunder is also lost while the ship is wrecked, (possibly) at a rate of one card per turn.

How did I do? If anything's wrong, I'll edit, or even delete, this. Don't want to risk misleading anyone before we see the actual rules...