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DED's avatar

Thorough review of Stay Frosty. Appreciate the pros and cons analysis.

RE: Chain of Command. In my Traveller games, since going from in-person to PbEM, there's been a hierarchical command structure despite the groups being non-military. Fortunately, the players who've been captain of their ships have been pretty good at it. What my groups experienced though was mutinous players.

The first time it happened a player claimed that he was being faithful to his character's nature and attempted a mutiny. The problem was that none of the other characters went along with it. Rather than flush the guy out the airlock without a vacc suit, the captain told him to pack up his gear and GTFO, marooning him on a planet.

So I started a new campaign for the failed mutineer, recruiting a couple of other players who knew nothing of the attempted mutiny. The failed mutineer got his own ship to captain, but it wasn't long into this campaign that one of the new guys mutinied against the mutineer-turned-captain. This new mutineer had a neutral crew to deal with so they were fine with it, and he succeeded through hand-to-hand combat with the guy. Karma kicked that old mutineer in the ass.

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Michael O. Holland's avatar

Great overview of Stay Frosty, I appreciate your point of view.

Chain of command has always been a sticking point in my games as well. Sometimes it works out, sometimes it doesn't. In my experience, everyone has someone they answer to in real life. When we play our storytelling games, a lot of folks want to leave that behind.

I'm looking forward to the rest of this series.

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