The voyage of the Flying Dutchman is fairly abstract. You do not need to play out every moment, but you must play out at least one shipboard event in between every major event. Prior to successfully convincing the captain to set sail to a specific port, you must play out at least one scene on board the ship. This can be nearly anything: an escape or mutiny attempt, trying to communicate with others who are damned, looking for food or water. Once completed, the rules are:
- You must have at least one flashback to establish a past relationship;
- You must separate flashbacks with other kinds of events;
- You can attempt to converse with the captain before having a flashback, but the captain will not change course unless you have a past relationship established;
- You must separate major events, including being captured, convincing the captain to set a course, and arriving in port, with minor shipboard events.
In other words:
- Start with being captured;
- Play one or more events, including minor interactions with the captain;
- Play a flashback, possibly one or more additional events;
- Convince the captain to change course;
- Play one or more minor events or flashbacks;
- Play a major event;
- Repeat 5 and 6 until you reach port.
Once in port, events take a different course, and may end with the player characters being forced back to the ship, starting the sequence again.
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