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Subject: A bit confused about the living rules rss

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Drake Coker
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So, I just picked up Blackbeard today at my FLGS. I hadn't read anything about it beforehand: I purchased it on the strength of the nice looking components and my memory of the original game.

Evidently, I got a later edition as there are change bars in the rules and references to the "Living Rules". Ok, cool. Second round is better, right?

I see there is a "recommendation" to add +2 to KC rolls on attack. But I also read here that the developer plays by the "original rules as written". Plus I see there are more KC changes in the works, though the developer doesn't seem to like all of them.

This is pretty confusing! Which rules am I "supposed" to play by? I'm not sure I even have the "original rules as written" given the reprinted rule book. But I also don't have whatever tweaks are coming and how am I supposed to decide whether to add +2 or not?

I can understanding having to make changes post-publication. It's not great, but sometimes you have to. I'm less fond of making changes that you yourself don't use then "recommending" them. What does that mean?

Anyhow, can anyone clarify which rules I ought to use? I'm leaning towards the ones I find in the rulebook I have, though I am clueless whether the KC should be +2 or not since the rulebook allows for either.
 
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Doug Adams
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Alas in my experience, Berg + Randall + GMT = game kit.
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Lindy Castro
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I would definitely use the +2 on KC & I think warships as well. Without it, you seem to be throwing your warships and KC's at other peoples pirates, which they then slay and get noteriety for!! I played one game without the +2 and it was very frustrating.

I get it that the author keeps saying it's a "simulation" and adding +2 isn't historical but if this "simulation" isn't fun, then why bother, just read a book about pirates. To which I recommend "Empire of Blue Water" by Stephan Talty.
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Neil Randall
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Olvenskol wrote:

Anyhow, can anyone clarify which rules I ought to use? I'm leaning towards the ones I find in the rulebook I have, though I am clueless whether the KC should be +2 or not since the rulebook allows for either.


Precisely. You decide which one you want to use and go for it. The problem is that several people found the warships and KCs too weak, while several others did not. It was pretty much split 50-50. So we decided to give an option for those who did find them weak.

I recommend playing with the +2 modifier if this is your first game.

As for the other two KC changes I was about to make, I still don't have enough testing data to confirm them, although the little data I do have suggest that they're a good idea.
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Drake Coker
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Thanks for the helpful replies, everyone!
 
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