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Pirate Spies
http://www.avalon-games.com/forum/viewtopic.php?f=32&t=2050
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Author:  hemdog560 [ Fri Nov 02, 2018 1:52 pm ]
Post subject:  Re: Pirate Spies

Good suggestion, thanks

Author:  riggert [ Fri Nov 02, 2018 4:05 pm ]
Post subject:  Pirate Spies

After joining the town guard there is an event that lets you follow a guy around for 2 days making a DC 15 check and the reward is unlocking the Pirate Spies adventure but this adventure is given to you for free when you start by just going to the dock... Is there something I'm missing?

Author:  hemdog560 [ Fri Nov 02, 2018 5:48 pm ]
Post subject:  Re: Pirate Spies

So let’s talk about rule number one first.

Rule number one is simple, it is your game, so play it the way you want. This applies to all RPGS, but even more so with a solo game. If you want to play out that adventure, then play it out. You blow a roll you really needed, then fudge it and make the roll. In the end it’s about entertaining yourself. It’s not cheating, it’s just letting yourself play the game.

Ok, when you join an organization within ASA, you are going to open up some adventures, make others more difficult to get into and close out others. Could ya have taken the adventure right off the boat entering Firth, sure, but as you have joined the Town Guard, it is going to be a bit tougher, folks are going to see you hanging around the docks, and so they may be a bit more on guard when it comes to doing illegal or shady stuff while you are around, thus the skill check to spot what is going on.

Being in the Town Guard is going to open up a lot of adventures and options for you to explore, but it also means a whole lot of stuff will be closed off as well, eh, you cannot play any of the Rauh’s Roughneck adventures as an example. So you play out a group as members of the Town Guard and then later on generate a new group that can play out the Roughneck stuff, etc.

Again, rule one applies.

Rob

Author:  riggert [ Fri Nov 02, 2018 8:27 pm ]
Post subject:  Re: Pirate Spies

Yeah I get that but Pirate Spies has no requirements and is never blocked off. It should probably have a Town Guard < 1 requirement that way it is initially available but closed off once you get Town Guard level 1 unless you get the event I was referring to in the Town Guard.

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