anyway.



thread: 2011-09-20 : Deep Dark Vincent-burning Game Design

On 2011-09-20, Judson wrote:

Well, I've kept it quiet for obvious reasons.

Moreso that AW, I've found that Poison'd can get off the skids.  It takes fortitude to keep it going because the naive take on character creation is: most effective pirate is the most brutal, and that leads rapidly to pirates that no one wants to see again.  Our bright points wind up being things like rescue-cum-rape.

More even-keel characters, think I, would last longer, and wouldn't have the magnetic draw to gore and awfulness, but there's a sort of brinksmanship at the table that means as a crew you have to look past brutality as immediately powerful.

It always surprises me that we don't hit the endgame condition 5 minutes after the poisoning.



 

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