[TWoN] About Pere-di-fey
Paolo D.:
Hi guys,
these days I'm playing as SG in a small TWoN campaign, settled in the sea between Ammeni and Pere-di-fey. We are REALLY enjoing this "culture intersection" and the dynamic tension between motifs like freedom, anarchy (the pirate way), power and slavery (the Ammeni way).
Since now it's all going well, but I read in the WoN manual that this part of the crunch (Pere-di-fey) wasn't tested at the time of the publication, so I'm here to ask if there's anything "new" about it, maybe some issues before playtesting or some errata. Again, since now we're not experiencing any issues with the crunch, but I wanted to ask whatsoever ;-)
Thanks!
Paolo
Eero Tuovinen:
Nice to hear that this is seeing play. I still haven't used that stuff myself to any great degree, so it's interesting to hear that you aren't experiencing difficulties. I would not be surprised if that crazy alien pools mechanic proved more trouble than joy in practice, but if it's working as intended, then that's just great.
As the text mentions, I got Pere-di-Fey originally from Josh's sketch here - if you haven't checked that out, by all means do; it should prove educational for expanding and explaining some of the bits there. Josh's vision is perhaps a bit more expansive than mine in the book, more like its own Caribbean minisetting with several towns and so on. All good as far as I'm concerned, and personally I imagine Josh's version as one possible future for the somewhat more primitive situation depicted in the book.
It occurs to me that a Story Guide will find it pretty easy to seesaw between the Ammeni and outlaw points of view in a campaign like that simply by choosing whose attrocities to depict. In fact, having played quite a few games like that, I suspect that the interesting thing will ultimately be to see the positive facets of both political and cultural systems: it's easy to condemn pirates for mindless bloodletting and slavers for inhuman economic calculus, but surely both sides of that conflict also have some human virtue.
Heikki Hallamaa:
As far as errata goes, the Secret of Isle Fog has had it's cost copy-pasted from the previous Secret of Isle Speak by mistake.
Paolo D.:
Thanks for the replies and for the link, that's interesting; for the records, our characters haven't acquired any symbionts yet, so we still don't know if it works without trouble or not. We are on the way for it however; at least a character is playing his "initiation" to become a land-speaker.
By the way: he's a ratkin albino, captain of a ratkin pirate ship of former Ammeni slaves. Basically, he and his litter choose to infest a ship instead of a dungeon. We are quite excited of this character concept, by the way ;-)
Eero Tuovinen:
I like that concept - I've had ratkin sailors myself in games, and they work nicely for it. Easy to get comedy out of their antics and all that. I imagine that they'll have their problems as sailors, I'm sure it's interesting to figure out how they row a galley and do other stuff humans are better suited for.
Looking at those symbiont rules, I have a distinct suspicion that the "pay one Pool per scene" upkeep for the more advanced symbionts is overpriced; not in a power-balancing sense, but in the sense that it'll become a chore to keep feeding your symbiont constantly. I'd have to try it to know for sure. If it becomes an issue, one might try one Pool at the beginning of each session and one Pool after each refresh scene (any refresh), instead. Those more advanced symbionts are supposed to be very powerful in what they do, and I'm a bit uncertain about how to cost such Secrets so that they're still fun to play with.
Also, Heikki's right about the errata to the Secret of Isle Fog. The cost is probably pretty good, although it could be just 2 Pool instead of 3, I suppose. Also, looking at it, I'm not entirely satisfied that I didn't write down a suggestion for what use this fog-letting ability might be for smaller islets; the text implies that a smaller island cannot give out enough fog for it to matter for concealment at sea, which is not quite as elegant as one could hope for. I suppose one could expand this by postulating some further foggy developments - maybe you could feed your island with special fruits to get hallucinogenic fog out of it or something similarly cute. I guess it's not a problem as long as the group realizes that this sort of innovation in play is an option.
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