A Tale of Sails 29
Finally finishing today’s comic was a relief from the news. For a couple hours at least everything was normal. I added a button on the right you can use to jump to the start of the Tale of Sails series.
Finally finishing today’s comic was a relief from the news. For a couple hours at least everything was normal. I added a button on the right you can use to jump to the start of the Tale of Sails series.
This should 100% be read in the voice of Rhys Darby.
Originally I wanted to make an old turtle priest but I thought it was too predictable a character type for a mentor. I was also going to stall with the lights off while I worked out the teacher. When the idea of a weasel version of Benn Gunn from Treasure Planet popped in my head I went with that instead. I still left it dark because it was set up that way but I think it ties back to the stalling comics anyway and that made me laugh.
I stopped at a dutch missionary to remove some bounties during the Merchants and Marauders session. Nothing major happened in the tale end of the game so I’ve condensed 4-5 turns down to this porting action. Since I played most of the time as a merchant I’d rather not waste 3 weeks repeating, I sailed, I ported, I sailed, I ported. I earned alot of gold on those turns but they would make a repetative story.
Oh man was this one hard to get down for some reason. I don’t know if it was burn out or if I was just stuck trying to get all the final story pieces in place. There are only 4-5 more left before a tale of sails is complete, which makes me both happy and disappointed. Happy because I’m tired of the setting, but disappointing because I feel like the story would have been better with a few more sprinkled in where I truncated turns down. Showing the documents get delivered had potential for humor but I really didn’t want to drag this out any longer.
The next board game story will not be a sandbox game like Merchants and Marauders again for a while, I need to trim the story better next time before I do a large one. For now the next few will be based on shorter more linear games.
The beginning of turn 7(?) I’m not going to lie at this point in the game my note taking had become spotty. I have the key moments that happen but I don’t know what turn at this point. The story and game are nearing their end’s at this point looks like 8 more and the next game will start. Maybe the next one will be a racing game, I did just pick up Rallyman GT.
This one was an experiment with colors from an image I had seen elsewhere, it came out ok, Not great, but ok. I guess that what happens doing these in the evening after work. Sometimes there’s a dud but I gotta use it anyway.
Merchants and Marauders playthough continues. I was able to use the haze as a reason to delay moving for the story. In the game the storm marker and enemy ships were all within striking distance so I waited one out to see what direction everything would head.
Merchants and marauders turn 6 concludes. The fluyte,..flujt,….. My starting ship has now been upgraded to a Galleon. The pirate sloops are much less a concern now.
I’m not putting tracking marks on Billy Oboe strips, yellow and yellow today.
Merchants and marauders turn 6 continues. We cross paths as Monte gets decided to go hunting after a rumor card when he got tired of spending all his money repairing damage from merchant raids.
Merchants and marauders turn 6 continues. Selling the cocoa left enough money to upgrade to a galleon. Goodbye Fluyte. Port actions have some wiggle room to expound upon the story. In the spur of the moment I enjoy doing it but inevitably I miss something that later turns out to back me into a corner story wise. Where will an uneasy port leave me stuck this time.
Merchants and marauders turn 6 San Juan. The port of San Juan was demanding cocoa, of which I had three in my hold, of course I’m stopping for a glory point.