Honor + Intrigue ship combat
Posted: Tue Mar 10, 2015 11:54 am
Hi there!
I searched the forums to see if I could find anything on this, but I wasn't able to find what I was looking for. I recently begged one of my friends to run a superhero game for me—BASH!, naturally—and I wanted to return the favor by running a pirate game for him. I'd been looking at various systems such as 7th Sea and Savage Worlds, and Honor + Intrigue was one of the titles that popped up. I hadn't really thought of it as being used for a pirate game since the logo made me think of Three Musketeers, but I liked the idea of going with another Basic Action Games product. (Also, I was pleased to hear there were rules for putting light fantasy elements into the game. I can't resist having some reanimated skeletons or sea monsters! )
To finally get to the point, I was wondering if someone could please give me a brief overview of how ship-to-ship combat works in H+I. I feel that will pretty much be an indispensable part of a pirate game, so I want to make sure that it feels like an organic component of the rules as well as being fast and furious so as not to bog down the play.
I searched the forums to see if I could find anything on this, but I wasn't able to find what I was looking for. I recently begged one of my friends to run a superhero game for me—BASH!, naturally—and I wanted to return the favor by running a pirate game for him. I'd been looking at various systems such as 7th Sea and Savage Worlds, and Honor + Intrigue was one of the titles that popped up. I hadn't really thought of it as being used for a pirate game since the logo made me think of Three Musketeers, but I liked the idea of going with another Basic Action Games product. (Also, I was pleased to hear there were rules for putting light fantasy elements into the game. I can't resist having some reanimated skeletons or sea monsters! )
To finally get to the point, I was wondering if someone could please give me a brief overview of how ship-to-ship combat works in H+I. I feel that will pretty much be an indispensable part of a pirate game, so I want to make sure that it feels like an organic component of the rules as well as being fast and furious so as not to bog down the play.