The first official play of Pirates of Penzantium (202) happened on Sunday, and it was a rollicking good time, halted often by rule disputes. It has been so long since we've been in playtest mode that we forgot the frustration of not being able to play full throttle (especially after two consecutive sessions of pedal to metal Dingbitt's). Plus, we were up against a time factor: we were trying to run two 2-hour scenarios in four hours (with a new product). To make things fully pressurized, I jumped in as a player, so Will the 2 was stuck all by his lonesome running the game. At the time we thought this wouldn't be an issue as nothing on the Minion side had changed. As we got into the game, Will's head was spinning with all the new skills/spells being thrown at him. As usual, he rose to the occasion, giving me "I'll kill you when it's over" looks every now and then. We had five players:
Dwarf Sage / Don
Elf Mage / Jason
Gobling Warrior / L. Willy
Elf Ranger / Martin
Gnobbit Trickster / Chris
As you see, the Arks haven't changed. All the system stuff is the same. It's the skills and spells that are all new. Plus we have Spante Skills and Pirate Stations, both of which add new elements to the game.
Each Ark has a specific Spante Skill (aka "spill")that can be played on the Spante. These skills heighten a stat associated with the specific Ark, and benefits all those surrounding them; however these spills are expensive. Spills cost 8 spoints to use. This prevents any one Ark from using them solo, so players "buy-in" for the group benefit. Only those who buy-in get the benefit.
Pirate Station is the Ark's pecking order in the pirate crew (eight levels from Deck Skum to Dread Pirate). Stations establish the pirate's Notoriety level and grant bonuses at the higher levels (the Dread Pirate can "borrow" skills from lower crewmen). Pirates can only advance stations when those above them perish, or if the Dread Pirate promotes 'em.
These two mechanics definitely add a level of vibrance to the game. While it plays exactly the same as 101, the extra layers add a distinct learning curve for noobs. That's why we're calling the Pirates version "202". 101 is about getting into a dungeon asap and having a blast hacking. POP 202 is about establishing a group of cut-throats who rely on each other, while keeping an eye out in hopes of advancement. The new mechanics are all about getting the crew established and ready for adventure on the high seas of sorcery!
More on the playtest coming soon!
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