Some observations on an Inverse World class!
Originally shared by T. Franzke
Praise the Captain!
Yesterday i got the chance to play a Captain for a session and i highly highly enjoyed it. While the “everyone just rolls +control” thing looks really boring on paper it actually creates a lot of cool moments and choices. When my captain was doing things himself, with help from the crew i would get to roll +3. But i couldn’t be everywhere. Still i can roll for the other crewmembers and basically make the ship my second character. I just would need to roll +1 (+2 if assign crew to the task). In that sense the trained crew enhancement i picked up kind of function like the “All powers to the shields!” thing in Star Trek. Giving you a little ressource to play around with. We didn’t get the chance to have other player characters do much on the ship but the struggle between using the ship and rolling lower or using your high stats seems interesting. Also there is a lot of fictional advancement you can pick up for the ship, giving you a quest an an incentive to trade and make money.
While i find a lot of the advanced moves to be a bit unexiting at reading them, this class felt like i didn’t push for advanced moves to be awesome. I had a freaking airship with Glaivethrowers.
So i was a happy Captain.
Check it out everyone.