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Thread: 2015 Solo Campaign Discussions

  1. #51
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    Here are some file uploads that were just approved. Let me know your thoughts about incorporation to the solo campaign.

    A set of solo rules: http://sailsofglory.org/downloads.php?do=file&id=97

    AI interception rules: http://sailsofglory.org/downloads.php?do=file&id=98

    Critical wound cards: http://sailsofglory.org/downloads.php?do=file&id=99
    and in Word format: http://sailsofglory.org/downloads.php?do=file&id=100

    I'm heading to work, but posts 49 and 50 have some questions we need to discuss.
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  2. #52
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    Love the composite solo rules, looks like a much easier time understanding AI movement

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    I would prefer the advanced rules myself, but that is whatever folks would like to do. I think AI should bank away from boarding, unless they have more crew.

  4. #54
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    If we go with the new solo rules, plus a higher level of complexity I'm not going to be ready for the campaign until I get the rules printed, unlearn the old solo rules and play several games with the new rules, charts, etc. I don't recall even using standard rules in the prior solo scenarios as we were initially supposed to stick to basic rules only.

    I'm not saying we shouldn't move to new rules or a higher level of play, but it will take me some time to get with the new program.

  5. #55
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    My impression with solo play is that it takes quite a bit longer than playing with someone else. So my vote is whichever solo rules and difficulty level makes the games quicker.

    I suspect that will be Basic with the old solo rules, for now Maybe we can start another thread for a thorough comparison of the different sets of solo rules?

  6. #56
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    These rules look very interesting, I will have to try them out hopefully soon. Am I correct in the interception rules are for more than a ruler length, and the power monkey composite (???) is for closer?

    When playing a scenario can I have for ex playing as the glorious British navy decide to add ships to the French side and include poor gunners on that side if it fits with the theme?

  7. #57
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    So we can get started, how about using the original set of maneuvers and the rule set as written in the solo rule thread form January and February? That will enable us to test them and compare to suggestions made as of late. We can answer questions specifically regarding those rules. For March, we can discuss any amendments over the next two months.

    Solo play does take longer. Not only is one person managing multiple ships, but taking notes and pictures and then writing an AAR. The time to play is not the only time commitment for those participating in the campaign.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  8. #58
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    Sounds good to me, Admiral!

  9. #59
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    The original solo rules works for me (January and February). I am interested in using the new solo rules from Richard as similarities to the Wings solo rules would be an added benefit. I'm getting into the WSF side of solo play and am especially interested in the Universal Diceless Solo Deck. Seeing that makes me wonder if something similar could be developed for our Sails of Glory solo play?

    In any case, ready when you are Admiral.

  10. #60
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    Updated the rosters and the link to the goolesheet on the 2015 solo rule thread.
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    Garrett (Grogmaker) has joined the ranks of the Royal Navy.

    Neil is up for February's scenario.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  12. #62
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    I just looked at our roster and I think I need to update some information? I've not assigned French ranks for my roster, which I believe should be the case even as privateers?

    Should be as follows:

    Lieutenant de vaisseau Duncan Parmenter
    Lieutenant de vaisseau Damian Corzo
    Capitaine de frégate Brian Coineagan AC
    Capitaine de frégate Jaden Marcussen
    Capitaine de corvette Hubert Hartwich
    Capitaine de corvette Guido Giovino
    Capitaine de vaisseau Angus Remmington CC
    Capitaine de vaisseau Jean-Pierre Santos

    Abilities Aiming Captain goes to Brian Coineagan and Charismatic Captain to Angus Remmington.

    There were no ability points awarded for the July scenario, but Remmington should have 2 ability points for the August scenario, if you were going to carry those over? I think that's it for now, back to my AAR.

  13. #63
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    I'll update accordingly, Jim.

    Is the Anchorage acting weird? For example, all the medals under our names look odd.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  14. #64
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    Quote Originally Posted by 7eat51 View Post
    I'll update accordingly, Jim.

    Is the Anchorage acting weird? For example, all the medals under our names look odd.
    Thanks! Everything on the Anchorage looks OK to me. Site was a bit slow earlier today, but that's all I've noticed.

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    I just updated the roster, Jim. I will populate the AI rosters by tomorrow evening.

    Points will carry over.

    I probably need to log off and on; the pages are not loading completely.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  16. #66
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    Quote Originally Posted by 7eat51 View Post
    I just updated the roster, Jim. I will populate the AI rosters by tomorrow evening.

    Points will carry over.

    I probably need to log off and on; the pages are not loading completely.
    Thanks again, Eric. As I said I'm in no rush, especially as I seem to have AAR writers block at the moment. Perhaps I need to read some Patrick O'Brian to better frame my mindset?

  17. #67
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    Playing the Jan. scenario tonight and over the weekend. Realy looking forward to it!

  18. #68
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    Charles, if you see any needed tweaks, please let me know.

    I hope you enjoy the scenario.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

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    Quote Originally Posted by 7eat51 View Post
    Charles, if you see any needed tweaks, please let me know.

    I hope you enjoy the scenario.
    I'm sure i will. Going to run it with small frigates as this is their cup of tea

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    I am not sure with which ship I will start. I need to decide who will be my lead captain regarding story. I had one pilot in OTT-Final Months that was the "main character". I would like to do the same here.

    I'll sail this on Monday or Tuesday.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  21. #71
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    Quote Originally Posted by 7eat51 View Post
    I am not sure with which ship I will start. I need to decide who will be my lead captain regarding story. I had one pilot in OTT-Final Months that was the "main character". I would like to do the same here.

    I'll sail this on Monday or Tuesday.
    Eric, not to be a pest because I'm really in no rush, but did you decide whether I should add additional crew damage rolls affecting the captains for this scenario?

    As for choice of captains I think I'll be mixing them up just so they all get some mat time experience. Of course if some are injured or killed in action that rather forces the use of other folks on the rosters.

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    Jim, I have been thinking about this a bit.

    Here is the original rule:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    2 or less - the captain is killed
    3 - the captain is severely wounded; skip 2-4 scenarios
    4 - the captain is wounded; skip 1 scenario
    5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by a rear raking shot
    -1 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll


    It seems to me that we should move to a two-step process like the following - first to determine if injured, and second to determine state of injury at end of scenario:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    2-4: Captain wounded
    5+: Captain unharmed

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by grapeshot
    -2 if Crew Damage is caused by a rear raking shot
    -3 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    If the captain is wounded, roll one 6-sided die to determine nature of injury.

    1 or less - the captain is killed
    2 - the captain is severely wounded; skip 2-4 scenarios
    3 - the captain is wounded; skip 1 scenario
    4+ - the captain survives with minor wounds

    Modifiers to Captain Wound Effects
    -1 if captain was wounded via a rear-raking shot
    -1 if captain was wounded via musket fire
    -1 if all Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    Thoughts?
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  23. #73
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    Quote Originally Posted by 7eat51 View Post
    Jim, I have been thinking about this a bit.

    Here is the original rule:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    Crew Damage Effects on Captain Table
    2 or less - the captain is killed
    3 - the captain is severely wounded; skip 2-4 scenarios
    4 - the captain is wounded; skip 1 scenario
    5+ - the captain escaped injury

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by a rear raking shot
    -1 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll


    It seems to me that we should move to a two-step process like the following - first to determine if injured, and second to determine state of injury at end of scenario:

    When half of a ship's Crew Damage boxes, rounded up, are filled, roll two six-sided dice to determine the effect on the ship's captain. Re-roll each time the ship takes additional crew damage.

    2-4: Captain wounded
    5+: Captain unharmed

    Modifiers to Crew Damage Effects on Captains Die Rolls
    -1 if Crew Damage is caused by musket fire
    -1 if Crew Damage is caused by grapeshot
    -2 if Crew Damage is caused by a rear raking shot
    -3 if all of the Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    If the captain is wounded, roll one 6-sided die to determine nature of injury.

    1 or less - the captain is killed
    2 - the captain is severely wounded; skip 2-4 scenarios
    3 - the captain is wounded; skip 1 scenario
    4+ - the captain survives with minor wounds

    Modifiers to Captain Wound Effects
    -1 if captain was wounded via a rear-raking shot
    -1 if captain was wounded via musket fire
    -1 if all Crew Damage boxes are filled
    More than one modifier can apply on a given die roll

    Thoughts?
    I like the two step process. My only question would involve the statistical odds of rolling a 2-4 on two six sided dice or a one on a six side die in relation to realistic chances of captain injury? I'm not all that knowledgeable concerning odds, etc., so I'll leave that to others to discuss.

    This will add more tracking responsibilities, especially with more than one ship per side. This in turn may get cumbersome as crew damage does mount up quickly even in the basic game and that adds to bookkeeping.

    Bottom line, however, I'll go with whatever folks deem best.

  24. #74
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    Looks good Eric. Same idea as we run in 'OTT' and 'Fire from the Skies'. I like it.

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    I think the tension is between ease of determination and realism. It would be easy to have a rule that states when a ship has three boxes left, roll a die and on a 1-2, the captain is wounded. When there are two boxes left, a 1-4 and the captain is wounded. When there is one box left, the captain is wounded. Then at the end of the game, roll for nature of wound. The previous post adds a bit more flavor.
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    Looks like we, three, were writing at the same time.

    As to statistics, Jim, I, too, will leave that discussion to others as I do not have the time to research such things. I think for our purpose, though, if a rule provides the flavor we're looking for, and makes some sense intuitively, then it is fine. We're not publishing anything; this is basically for us to have a good time.

    I have an idea for tracking I will work on this weekend.
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  27. #77
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    Quote Originally Posted by 7eat51 View Post
    Looks like we, three, were writing at the same time.

    As to statistics, Jim, I, too, will leave that discussion to others as I do not have the time to research such things. I think for our purpose, though, if a rule provides the flavor we're looking for, and makes some sense intuitively, then it is fine. We're not publishing anything; this is basically for us to have a good time.

    I have an idea for tracking I will work on this weekend.
    I'm going to go ahead and use your proposed rules for my AAR and roll the results when I wrap up the narrative. We still are somewhat in test mode concerning SoG solo play so let's try it and if it doesn't work we'll alter it later.

  28. #78
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    Sounds good, Jim. I'll do the same. As you say, we're in test mode.

    I will update the rules page next week, after others have had a chance to chime in. I will add the proposed change to the scenario thread as an option.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  29. #79
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    Quote Originally Posted by 7eat51 View Post
    Sounds good, Jim. I'll do the same. As you say, we're in test mode.

    I will update the rules page next week, after others have had a chance to chime in. I will add the proposed change to the scenario thread as an option.
    I also like the idea of simplyfied crew damage effects for the captain. I found the original rules too viscous and badly remindable.
    Will play the january scenario today evening (when the rest of my "crew" sleeps ) and test the new rules.

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    Got roughly about halfway through the scenario. It's "on pause" right now until I can go back to finihs it later this week. Loving it so far!

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    Quote Originally Posted by CSherrange View Post
    Got roughly about halfway through the scenario. It's "on pause" right now until I can go back to finihs it later this week. Loving it so far!
    I'm glad you're enjoying it thus far. I will play it either this afternoon or on Saturday. I was hoping to have sailed it earlier in the week, but several items popped up at work. I need to speak with my boss sometime; I don't think he realizes we have games to play.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  32. #82
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    Couple of weeks before I can get this one played, apologies, but work has taken a precedence at the moment. Plus its the Vapnartak show this weekend and I still have some planning to do for that.

    We'll get there.

    Scenario 2 is written and awaiting publication 1st week in February...oops that's next week, silly me.

  33. #83
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    Best wishes with the show, Neil.

    We'll look forward to reading your AAR and scenario whenever you can post them.
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    Scenario uploaded for your perusal Apologies for small map.

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    I need to head back to work for a bit.

    I will read the recently uploaded AARs and update the rosters by Friday evening. I look forward to reading them.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

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    Anybody taking on the scenario for March?

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    Quote Originally Posted by Union Jack View Post
    Anybody taking on the scenario for March?
    Sorry. No time for developing now. But I have an idea for a scenario I want to make true for April or May.

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    Jan (Jason) has joined the French fleet.
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    i would like to create a scenario please, perhaps June-ish???

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    Eric,

    Count me in. Although an Anglophile I will sail for the French for this I think! Balances the numbers out too! I will PM you a list of names for my Captains later tonight. I am happy to do a scenario - but make it later in the year please as I have never played a game of SoG to date (so need a few months to get semi-proficient)!

    FYI currently my French & British fleets are roughly equal (I'm resisting buying more 74's immediately to see if new sculpts come out and/or some 64's & 80's) and am not planning on making them too much bigger overall (about 6-8 SOLs max each):

    Unrated Sloops (14 Guns): 1 French, 1 British*
    5th Rate (32 Guns): 2 French, 2 British, 1 Spanish*
    5th Rate (40 Guns): 1 French*, 1 British*
    3rd Rate (74 Guns): 2 French, 2 British, 1 Spanish*
    1st Rate (100 Guns): 2 British*/**
    1st Rate (104 Guns): 1 British* (HMS Victory)
    1st Rate (118 Guns): 2 French*

    * Some or all of these items are still in transit to me or are on order so probably not available in time for me to complete the first 2 scenarios.
    ** One is dismasted (HMS Queen Charlotte) - I'm working on repairs!


  41. #91
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    Charles, you have June.

    John, you have July. Whenever your ships arrive, jump in with January and catch up as you are able. We're glad your aboard.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

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    Does anyone want to write March's scenario? If no takers by Friday, I will write it over next weekend.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  43. #93

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    Quote Originally Posted by 7eat51 View Post
    John, you have July. Whenever your ships arrive, jump in with January and catch up as you are able. We're glad your aboard.
    Cheers Eric. Hoping to get into Jan Scenario later this week if I have adequate Ships (currently onhand French: 3 x 74, 2 x 32, 1 x 14 and British: 1 x 100, 2 x 74, 2 x 32).



    EDIT/FOOTNOTE: As fate would have it a parcel arrived (later) today with most of my remaining vessels - so should be pretty good to go!

    Last edited by Mycenius; 02-23-2015 at 00:24. Reason: Added Footnote

  44. #94
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    Quote Originally Posted by 7eat51 View Post
    Does anyone want to write March's scenario? If no takers by Friday, I will write it over next weekend.
    Eric, I can take a stab at March? I've got a couple ideas in mind. If I can't flesh them out before Friday I'd certainly let you know.

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    Quote Originally Posted by Mycenius View Post
    if I have adequate Ships
    We're trying to write scenarios that are ship generic, if you will, to accommodate different collections. If a situation ever arises when there is a mismatch, we'll always adjust for any given player to participate. In the end, it is about us coming together and enjoying playing with each other, sharing our stories, etc. As the song says, "It's all about the fun, about the fun, about the fun."

    Quote Originally Posted by Nightmoss View Post
    Eric, I can take a stab at March? I've got a couple ideas in mind. If I can't flesh them out before Friday I'd certainly let you know.
    Jim, March is yours. Take as much time as you need. I will write April's. That leaves May, and we'll have the next several months covered.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  46. #96

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    Quote Originally Posted by 7eat51 View Post
    We're trying to write scenarios that are ship generic, if you will, to accommodate different collections. If a situation ever arises when there is a mismatch, we'll always adjust for any given player to participate. In the end, it is about us coming together and enjoying playing with each other, sharing our stories, etc. As the song says, "It's all about the fun, about the fun, about the fun."
    All good Eric - I'll download the scenario info and familiarise myself with the solo rules and hopefully have a crack at the Jan scenario later this week or at the weekend...


  47. #97

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    Eric & Crew,

    1. Can I just confirm I have the correct Solo Rules please - could you send link to them to confirm?

    2. Are we playing Basic or Standard Game Rules (assume we aren't playing Advanced)?

    3. Ummm, I might be blonde - where's the January Scenario hiding?

    TIA



    P.S. Eric - might be nice to have a post updating all this info in one place with links to scenarios for each month for anyone else who joins?

  48. #98
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    Here are the rules, and in one of the posts, the links to the rosters and maneuver chart: http://sailsofglory.org/showthread.p...Campaign-Rules

    Here is January's mission: http://sailsofglory.org/showthread.p...-the-Fog-Lifts

    We are using a combo of Basic/Standard/House.

    I have a thread started to collect all the scenarios in one place, etc. I wrapped up a doctoral course yesterday, and I finish teaching an accelerated course this week, so I plan on catching up on everyone's AARs, rosters, etc. throughout this week and weekend, along with sailing February's mission.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

  49. #99

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    Quote Originally Posted by 7eat51 View Post
    Here are the rules, and in one of the posts, the links to the rosters and maneuver chart: http://sailsofglory.org/showthread.p...Campaign-Rules

    Here is January's mission: http://sailsofglory.org/showthread.p...-the-Fog-Lifts

    We are using a combo of Basic/Standard/House.

    I have a thread started to collect all the scenarios in one place, etc. I wrapped up a doctoral course yesterday, and I finish teaching an accelerated course this week, so I plan on catching up on everyone's AARs, rosters, etc. throughout this week and weekend, along with sailing February's mission.
    Awesome!

    Assume the combo game rules thing is detailed in the campaign rules?

  50. #100
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    Quote Originally Posted by Mycenius View Post
    Assume the combo game rules thing is detailed in the campaign rules?
    Yes - basically, the campaign rules and the maneuvering rules combine those aspects of official and house rules we're using for the campaign. As the year proceeds, we can experiment with other rules, and scenario writers can add rules for a given scenario.

    I think folks will be surprised how the basic and standard rules will prove their worth, especially for solo play. I have played many WoG solo scenarios, and the vast majority did not use altitude or many of the advanced rules, i.e. the rule flavor is very similar to what we are currently using here. Every scenario flown was very enjoyable and fulfilling; I dare say my fellow participants would say the same.
    “You can discover more about a person in an hour of play than in a year of conversation.” ― Plato

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