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<blockquote data-quote="On Puget Sound" data-source="post: 5126816" data-attributes="member: 68988"><p>Well, what is unique about the ship environment?</p><p>1. A ship is a small space, isolated from any possibility of help, resupply or escape. All fights are to the death.</p><p></p><p>2. A ship can go places. The characters have (at least the illusion of) freedom to travel in any direction.</p><p></p><p>3. Encounters on a ship tend to have certain characteristics: </p><p>a. They usually begin at sight range, often favoring ranged characters. </p><p>b. The terrain includes multiple vertical levels and many ways to move through those levels, favoring mobile and agile characters. </p><p>c. They can sometimes be influenced by skill rolls during combat, especially if characters take actions during the fight to control the ship, or fail to take such actions when they should (widening or narrowing distance, ramming, pitching the ship suddenly to try to shake someone off or holding it steady for secure footing). </p><p>d. Falls can result in exciting rescue/ drowning/ shark scenes, favoring lightly armored and athletic characters and possibly fatally penalizing plate armor wearers who can't swim. (Though RAW, plate armor only gives -2 to Athletics).</p><p>e. As the ship's residents, the players will know details about the environment that attackers would not be aware of; they may even set traps or improve the defenses ( Note that if they attack other ships the reverse is also true). This is different from most other encounters, where the players are usually venturing into unknown spaces held by others. </p><p></p><p>4. As a plot device, a ship makes the party available to take on various missions including merchanting, passenger or cargo transport, piracy or antipiracy, naval combat, or exploration. It can become a home base in the same way as a castle or a house, with some interesting differences. If the ship is unusually large, fast or powerful it may attract the attention of patrons or enemies. It can be improved over time, allowing something like lair treasures (ballistae, better sails, etc.)</p><p></p><p>None of this made any ideas jump out at me, but perhaps something here will resonate with your campaign. If not, then just adventure aboard until the novelty of all these traits has worn off, then land them one way or another.</p></blockquote><p></p>
[QUOTE="On Puget Sound, post: 5126816, member: 68988"] Well, what is unique about the ship environment? 1. A ship is a small space, isolated from any possibility of help, resupply or escape. All fights are to the death. 2. A ship can go places. The characters have (at least the illusion of) freedom to travel in any direction. 3. Encounters on a ship tend to have certain characteristics: a. They usually begin at sight range, often favoring ranged characters. b. The terrain includes multiple vertical levels and many ways to move through those levels, favoring mobile and agile characters. c. They can sometimes be influenced by skill rolls during combat, especially if characters take actions during the fight to control the ship, or fail to take such actions when they should (widening or narrowing distance, ramming, pitching the ship suddenly to try to shake someone off or holding it steady for secure footing). d. Falls can result in exciting rescue/ drowning/ shark scenes, favoring lightly armored and athletic characters and possibly fatally penalizing plate armor wearers who can't swim. (Though RAW, plate armor only gives -2 to Athletics). e. As the ship's residents, the players will know details about the environment that attackers would not be aware of; they may even set traps or improve the defenses ( Note that if they attack other ships the reverse is also true). This is different from most other encounters, where the players are usually venturing into unknown spaces held by others. 4. As a plot device, a ship makes the party available to take on various missions including merchanting, passenger or cargo transport, piracy or antipiracy, naval combat, or exploration. It can become a home base in the same way as a castle or a house, with some interesting differences. If the ship is unusually large, fast or powerful it may attract the attention of patrons or enemies. It can be improved over time, allowing something like lair treasures (ballistae, better sails, etc.) None of this made any ideas jump out at me, but perhaps something here will resonate with your campaign. If not, then just adventure aboard until the novelty of all these traits has worn off, then land them one way or another. [/QUOTE]
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