General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
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In my experience nothing lights the evil glimmer in a DM's eye so much as the characters boarding a ship: storm clouds gather, pirates sharpen their swords and seaborne menaces leap off the pages of the Monster Manual. As a player I never expect my character to safely sail from Point A to Point B, and as a DM I have wreaked absurd amounts of havoc upon characters who venture into the open sea.
What sort of nautical adventures have you experienced? When you're a player do you expect a higher level of craziness on sea voyages, and when you're a DM do you go out of your way to meet such an expectation?
Yeah, pretty much anytime a PC sets foot on a ship, bad things are about to happen.
I have started not one, but TWO campaigns with a fight on a pirate ship. One was for the Savage Tide AP, and the fight didn't turn out well for the PCs (due to some very poor rolls, only one PC was able to make it on the ship, with the other three trying to climb aboard and failing while eight rogues surrounded the lone PC on deck).
The other was in my "Roman Style Look in an empire based off Ten Kingdoms China" campaign. The PCs started off fighting against a bunch of slaves revolting, on a slaver barge, during a storm. It was a really cool fight, with the PCs kicking butt (as they should, in the first encounter of a campaign), and it really set the tone for everything.
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.
i haven't run a boat-based encounter/campaign in a long, long time, but last time i did they were attacked by a huge sea serpent to theme of JAWS as they saw it approaching. I dunno, the ocean scares the hell of out of me in real life, i guess it's natural for me to try and convey that kind of fear in a game. If i were to do it again they would meet hordes of awful, awful things.
I haven't had any nautical D&D experiences, though I would wager part of the reason behind the DM whipping up such menaces is that there are several aquatic monsters that generally cannot be used, and so they jump on the opportunity when they are a viable addition?
Accessible at almost any time: http://www.d20srd.org/index.htm
Complete Arcane
Complete Scoundrel
Complete Mage
Complete Divine
Libre Mortis
Heroes of Horror
Drow of the Underdark
Monster Manual 3.5E
Monster Manual 2
DMG/PHB
Psionics Handbook
Expanded Psionics Handbook
Spell Compendium
Tome of Magic
These I can access rarely:
Complete Adventurer
Complete Warrior
Complete Psionic
Races of Stone
Draconomicon
Complete Champion
A few assorted Monstrous Manuals... I can't recall which ones.
I MAY be able to access the Forgotten Realms and Eberron Campaign settings.
Unless my PC is some kind of heavy armor type, I'd jump on a boat in a heart beat. And if my PC is the heavy armor type, I'd buy some lighter armor (or some magic), and then jump on the boat.
If sailing is a sure way to encounter monsters and adventure, it's no different than going down into a dungeon. And I love going down into a dungeon.
Dungeons and ships -- it's where the adventure is.
Generally, I try not to overwhelm the PCs when they travel. I like to give them a thematic encounter or two, just for fun, though.
Once my PCs got boarded by pirates who just stripped the crew of all the valuables they could find, and left without much fight. Another time, it was the excisemen who did the seizing, claiming the captain didn't have the proper tax-seals on his goods. Since they missed the really valuable smuggled goods in the secret hold, nobody complained too much!
Krakens are for when you go LOOKING for trouble. Although I think I did once have the PCs get attacked by fish-men once, when they camped on the beach (which they'd been warned was dangerous).
i haven't run a boat-based encounter/campaign in a long, long time, but last time i did they were attacked by a huge sea serpent to theme of JAWS as they saw it approaching. I dunno, the ocean scares the hell of out of me in real life, i guess it's natural for me to try and convey that kind of fear in a game. If i were to do it again they would meet hordes of awful, awful things.
i Have a fear of heights in real life, in my D&D games falling damage is 1d6 per 10' for each 10' fallen.
Let's see, the last two times the PCs in my group got on a Ship I ran the modules Ship of Horrors and Mysteries of the Razor Coast. Before that I did a treasure diving adventure from one of the cardstock quick adventures in the City of Greyhawk boxed adventure and before that there was an uninterrupted river cruise aboard a Rhenee barge. So its not always a guaranteed encounter.
One of our campaigns began with the group forming during the boat trip (a coming together while fighting off pirates). I bonded with the wizard as, after he blew the masts off the pirates ship, I summoned an elephant onto the deck, convincing a large number of crew members to abandon ship soon afterwards
I also recall being boarded by Sea Trolls. One member of our party had the ingenious idea of tossing the corpses overboard ... d'oh!
After shipwrecking (the boat were we on sank quickly, so we had to take over the pirate ship, which was in pretty bad shape as well) we got to an island, but did some deep sea diving in search of treasure in the bottom of boats ... which ended up getting us into some trouble with an intelligent underwater humanoid group.
The situation worked well as a means of getting the party together, and for my character allowed for extra fun. As a bard on the cusp of becomming a chameleon, I met each of the party members in the guise of a different class [I convinced the rogue I was a fellow rogue by breaking into my own cabin; I convinced another party member I was a druid thanks to my ability to summon animals ... with a magic item; fighter, wizard and cleric were relatively easy after that] and each thought these other personas were on board ... meaning once I joined the party as a 'simple' bard Jack of all trades, no questions were brought up about the other guys they met as they simply died during the pirate battle.
Unless my PC is some kind of heavy armor type, I'd jump on a boat in a heart beat. And if my PC is the heavy armor type, I'd buy some lighter armor (or some magic), and then jump on the boat.
If sailing is a sure way to encounter monsters and adventure, it's no different than going down into a dungeon. And I love going down into a dungeon.
Dungeons and ships -- it's where the adventure is.
Bullgrit
I concur. A PC who avoids getting on a boat, because the GM might throw some danger at him, might as well stay home in the safety of PeaceVille where nothing bad ever happens.
When all you have is a hammer, every problem looks like a nail. The PC is the hammer. Go pound on some stuff.
I have DMed a campaign that took place mostly on the open seas (using the Stormwrack supplement, which is still one of my favorite sourcebooks) and DMed another Spelljammer joint using the Dragon mag/Polyhedron write up along with my old materials for fluff, and played in another nautical game as player where the group tried their hardest to be pirates (but we just could not find the easy marks ;; )
Some of my favorite moments included:
1. As a player my group sprang an attack on a fat looking merhcant ship only to find out that it was not a merchant ship at all, but rather a ship full of rakshasa slavers who conveniently had room for our party after they soundly trounced us (but we did execute a break-the-mast, perfect cinema style boarding of their vessel before we got our butts kicked). We ended up getting sold to a real bastard too, after several failed escape attempts from the ship proper (the best of which had one of our players trying to swim away from the ship in the middle of the ocean, with the ship following slowly behind him waiting for him to tire out. It was pretty funny). The escape from out owners floating fortress, was fairly classic.
2. As a DM I ran a naval combat between the players vessels (they had three at the time) and the fleet of the enemy they were chasing (a chosen by god, purify everything with fire, viking flavored BBEG). Monster summoning was employed by both sides, and weather controlling magic was emplyed by both sides, and canonballs were flying to and fro. The fight was epic and ended up with all vessels on the ocean floor and the surviving party members starnded on a starnge island chasing their enemy into the jungle with afew days in green hell followed up with a grand finale in the crater of an active volcano.
3. I ran another game that had PCs exploring (plundering) a sunken (lost civilization, sunk in the sea by the gods type of site) city, in competition with other groups. It was a great run with a few ship to ship skirmishes (complete with Hadozees gliding from ship to ship), a metric crapton of underwater encounters, and even an epic battle between two modified apparatus' of the crab (Kwalish*) in a sunken catacomb deep beneath the ruin.
The sea has come up few other times in other games, but it tends to only be a major theme for an adventure or two at best (in the form of coastal raider or a journey by boat or something of the like).
My best experience was not on the sea, but on a river. I was running the Enemy Within campaign, where the characters may acquire their own river boat. I downplayed the problems of running a boat until they were confronted by a vessel manned by chaos worshipers.
When the characters wanted to flee, I asked them what their characters were doing ... what they were doing exactly. Being a moderately experienced sailor myself, I had loads of fun computing their boat's reaction to their less than inspired actions.
It didn't exactly ease my players' minds that the river was populated by some weired fish-man mutants.
"Not everybody likes the same sort of games.
Everybody ought to play the sort of games they like.
It's not a stupid idea to sometimes try something you're not sure if you like or not.
Just because somebody likes or dislikes something you feel differently about doesn't make them (or you) stupid or a jerk.
Except Julie Andrews. If you dislike Julie Andrews, you're a jerk. And Golden Retriever puppies." --Barsoomcore
"There is a handsome and mysterious stranger in your future. He will try to kill you and take your stuff." --Sejs
Of course my character boards the boat - he's an adventurer, and the ocean is filled with adventure.
__________________ On weird fantasy: "The Otus/Elmore rule: When adding something new to the campaign, try and imagine how Erol Otus would depict it. If you can, that's far enough...it's a good idea. If you can picture a Larry Elmore version...it's far too mundane and boring, excise immediately." - Kellri, K&K Alehouse
For GMs: If the PCs don't get on the boat, Shanghai 'em!
For Players: If you get on the boat, either of your own will or not, make an offering to the Sea God(dess)!
__________________ Jinkies my glasses! Apparently somebody at WotC missed the memo from Corporate: It's Hasbro Family GAME Night, not Hasbro Family PORN Night! Coming Soon: My Chilling Tales Horror Roleplaying Blog - watch this space!