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D&D 5E Help with handling a ship's crew

Currently DMing a Spelljammer campaign, my players have a ship crewed by 60 sailors. They pay each sailor 2 gp / day, for the days that they're "at sea" (in space). When they get back to home-port (Rock of Bral) they disband them, and call them back when they have to sail again.

There's two main issues I'm having recently.

A) PCs only pay "survivors". They hire a crew, then go on a mission. During the mission, 20 of the 60 sailors die. When they go back to Bral, they pay the 40 that survived. Somehow it looks like having sailors die is actually "convenient". I'm playing the RP angle on this, with crews being dissatisfied by the mortality rate, and in truth players have been cool about it, making some payments to families of the departed, or giving bonusses to the survivors. But I'd like to have some sort of fixed rule to handle it.

B) So far, for simplicity's sake, I just ruled that the crew is available when they want to sail, but I'm thinking that maybe it's not so easy to get 60 sailors at a moment's notice, and ready to sail in one day. Maybe I should rule that it takes some tme to gather the crew (1 week every 20 men?). Then they could probably keep some men always on duty while in port, maybe pay them 1 gp/day, so they have minimum crew when they need to sail?
 

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Ath-kethin

Elder Thing
1. I don't know the historically accurate way paying crews was handled, but it would make sense to me to have a death & bereavement clause in a sailor's contract that would make their wages payable to surviving family in case of death. Maybe even have a multiplier in there, so if they did their family is paid twice what the sailor would have been if they'd lived. This would incentive the officers to keep the crew alive.

In truth, though, ancient ships at least used to hire more crew than they needed, often by margins of 10-20%, specifically because they knew not everybody was going to make it home and wanted to be sure that they had enough people to run the ship after casualties.

2. Your idea seems sound, but maybe tie it to competency. You can get a crew together in a couple of days or at a moment's notice, but professional sailors can't afford to just sit around waiting (unless kept on retainer like you suggest). They'd be off on other ships or possibly doing other side jobs, and it would take some time to get the normal gang assembled.

I don't know how much complication you want to add to your game, or what impact a less experienced crew would have on a ship's operation, but it could be interesting.
 

Gardens & Goblins

First Post
Regarding the loss of crew - if the casualties are high, it won't be too long before word gets around that folks who sign on to the Good Ship Deathtrap don't often make it back alive.

Of course, the players can always raise the cash they're offering, though even that will have its limits and own set of complications.

So, rather than attempting to codify the situation, stick with your roleplaying of the consequences. By its very nature, it will involve mechanics such as various ability checks.

Or, if you fancy some design practice, check out this week's Unearthed Arcana: Downtime Activities and create your own activity, ''Hire Crew'' or what have you. Then you can assign checks and balances, with a collection of interesting consequences, as you wish.
 

akr71

Hero
I would expect that after one or two trips with a 1/3 mortality rate some sailors just wouldn't return and hiring new crew would become increasingly difficult/expensive. the crew may (should) demand a certain portion of their wages before leaving and certain benefits to their family should they not return.

Having a skeleton crew on board while docked makes sense though. Repairs may be needed, cleaning and re-provisioning as well as basic security.
 

Gardens & Goblins

First Post
Having a skeleton crew on board while docked makes sense though. Repairs may be needed, cleaning and re-provisioning as well as basic security.

..and this is why someone should roll Wizard: Necromancer, so that the party can enjoy the relentless, undying, free labour of an actual skeleton crew! :D
 

Blue

Ravenous Bugblatter Beast of Traal
Assuming these aren't enlisted naval officers - that's a different story. For other high risk historical crews like privateers or pirates it was common for crew to get shares of the take. For a chance at enough to retire there are plenty down on their luck willing to risk a one chance in three of death.

Looking at some real pirate code breakout from wikipedia (https://en.wikipedia.org/wiki/Pirate_code), I see:

Capt' Robert: The Captain and Quartermaster to receive two shares of a prize: the master, boatswain, and gunner, one share and a half, and other officers one and quarter. (And the crew gets 1 share)

Cap't Phillips: The Captain is to have two full Shares; the Quartermaster is to have one Share and one Half; The Doctor, Mate, Gunner and Boatswain, one Share and one Quarter.

Henry Morgan & others: Shares of booty are provided as follows: "the Captain, or chief Commander, is allotted five or six portions to what the ordinary seamen have ; the Master's Mate only two ; and Officers proportionate to their employment. After whom they draw equal parts from the highest even to the lowest mariner, the boys not being omitted. For even these draw half a share,

Looking at the most generous of these and assuming the PCs fill the rolls of the officers and each get a captain's share, the PCs get around 6 shares each and EACH CREWMAN should get one share. So with 5 PCs and 60 crewmen that's 90 shares of which only 30 stay in the hands of the players. So they would be paying out 2/3 of their treasure for such dangerous work.
 

Crewing a ship competently and keeping that crew is one of the most important things a captain can do. Not only would they NOT want to discharge their crew when they returned to port but they would try hard to not lose them to jails, pressing or injury.

I'd structure it something like staffing 2 watches for basic ship tasks and assigning a minimum number of crew to each task/watch. Let's say you want your ship tasks to be Navigation (1 officer and 2 NCOs), Ship Handling (1 officer, 2 NCOs, 12 crewmen) and Weapons Crew (1 NCO, 3 crewmen per weapon), Watch (1 NCO, 4 crewmen). So per watch on a ship with 4 weapons that's 2 officers, 8 NCOs and 24 crewmen per watch or a total of 68 crew (4 officers, 16 NCOs and 48 crew).

So now you need to staff your ship. You can use the standard of Elite (+8/check), Good (+6/check), Competent (+4/check) and Poor (+2/check) skilled crew. To keep things simple keep your entire crew of the same quality. Set standard pay at Officers (2gp/day), NCOs (1gp/day) and Crewmen (5sp/day). That's a total of about 48gp/day in base wages for the ship's company above. You attract and retain crew by offering shares in the ship's profits. So just as you share out treasure between players, now the crew is included. Say an Elite Crew gets 2 shares, a Good Crew 1 share, a Competent Crew 0.5 share and a Poor Crew just works for wages. The crew then divides that one total treasure share up into further shares (Officers = 20, Noncoms=5, Crewmen = 1).

Example: If the ship above nets a total of 24,000 gp in treasure for a party of 5 and a Good crew, the treasure is split 6 ways. 4,000gp goes to the crew for a total of 208 shares between 4 officers (384gp each), 16 NCOs (96gp each) and 48 crewmen (19gp each).

Sounds expensive? Well compare that to paying a crew for a 5 month (150 day) journey at 2gp per day. On our ship of 68 crew that's a total 20,400 gp. Compare that to 11,200gp using the system above AND that's sliding based on the profit you make. Base pay is still 48gp/day. You can say that a dead crewman's wage is forfeit but their share goes to a beneficiary.

Of course bonuses, fair treatment and good bounties means it's easier to attract and retain better crew. Recruiting crew is highly world-dependent so that is more in the DM's purview.
 

CydKnight

Explorer
I would actually be OK with role-playing Item A as you have as long as the characters are willing to pay the families of the fallen or give their shares to the crew that survive. No reason to impose rules if the PCs are policing themselves.

For the crew, I think the right way to handle it is that the PCs need to pay the crew if they want them to be "on call" and probably should have them on a standard retainer otherwise if they will work exclusively for those PCs.
 

Capn Charlie

Explorer
My sci-fi rules for ship crew follows and has worked quite well at the table thus far. Any pay that would be due the crewman who dies is of course paid to their beneficiary (remember to fill out those papers!) and the party would usually offer them a bonus to assuage their guilt, something like double shares for that voyage might be appropriate.

Note that the base system assumes splitting all of the profits among the crew, which is what motivates normal people to leap into the jaws of death for the glory of adventurers. So, say, the party was to find 24,000 gp worth of treasure (and assuming no expenses like provisions, fuel, etc), using my system, and had a ship with the following crew:

1 Captain (player)
4 officers (players)
60 Regular Crew (NPCs)

This would come to a share total of 160 (5*8+2*60)
After the ship's cut of 4,800, either paid to the owner (or split among the owners, if the players own it!) or added to a fund for repairs and upgrades, and the captain's share of 2,400, there is a share value of 105 (16,800/160), so a crewman can expect a payday of 210gp, and one of the characters could expect 840gp. At 2gp/day this means a voyage might have taken 105 days, or three months, fairly accurate for historic sailing, but probably much longer than our astral privateers might expect.

You will first notice that this means that when a conventional party of five might expect a payout of 4,800 (24,000/5) they are now getting substantially less. This is what motivates the crew to face peril on the same par (or worse!) than what adventurers do. It also allows the game to hand out very large paydays of 40,000, 60,000 or more. This is especially important when it comes to taking prize ships. If a ship taken as a prize can sell for 40,000 or more, this can break a game very quickly... unless you have a lot of it getting paid out as shares.

For fantastic adventuring, I would consider magical items to be personal spoils, and not go into the general prize/profits pool, and make the assumption that the crew is routinely pocketing minor items in their travels as well (a cutlass with gems and silverwork in its hilt worth 100gp is neat treasure, and a fine trophy for a crewman to take while boarding, and might happen off-screen as it were). Returning sailors might have superior equipment after multiple voyages.

All of this might be more equity than you expect for simple crewman, but historically the naval trade was very dangerous, especially for privateers, and even pirates were paid very well for their participation and sharing of mutual risk. Most importantly, this lets us have the party capture multiple highly valuable prizes without warping the character economy too much, as historically a captain might take a half dozen prizes in his lifetime of decades at sea, and our party might be taking one every other session.

[sblock]Step 7: Assign Crew
A ship requires crew to operate in an optimal fashion. A ship’s crew man systems, performs maintenance, does the laundry, scrubs the deck, and a host of other tasks to varied and numerous to count. While a ship may operate with a skeleton crew of just a few, or even only one pilot, for short periods of time, anything approaching normal operations requires at least the listed minimum crew, or risk hardware malfunctions, exhaustion, and suboptimal performance.

Size Minimum Crew Optimum Crew
Fine 2 5
Tiny 5 20
Small 16 48
Medium 50 150
Large 150 400
Huge 300 1,000
Gargantuan 600 1,500

A crew is typically provided their upkeep, room and board, and paid a share of the vessel’s profits. The following is a simple and fairly common profit sharing agreement used heavily through human space. At the end of a Run, after profits have been calculated from expenses the ship’s owner receives a flat 20% cut off the top and the captain 10%. Of the remaining 70% of profits, crew members each receive a number of shares. The amount of shares granted per crewman is typically dependent on the quality of that same crew.

Talented spacers will find ships where they are paid what they are worth, and stingy captains will develop a bad reputation with potential crewmen. Officers (including the captain) receive 8 shares, as do elite specialists. Veteran Crewmen receive 6 shares, Experienced Crewmen receive 4 shares, Regular Crewmen receive 2 shares. Green crewmen still learning their professions receive a single share, and valuable experience. When paying the crew tally up the total number of shares to be paid out, and divide the remaining profit by the number of total shares to determine each share’s individual value, and pay each crewman accordingly. It is common to offer incentives to the crew for good behavior, like liberty time aboard stations and at ports.

A ship might have an officer for every hundred lower ranking crewmen, but this number is disproportionately higher on smaller ships where the entire crew might technically be officers, or even shared owner operators.

A cook’s mate (assistant to the ship’s cook, under the division of the steward officer) might be entitled to 2 shares, earning 200 credits for a long run. With a week in port and no responsibilities beyond making departure call, he might wisely deposit 100 credits with the local Bank of Sol, and work his way from bar to bar, gambling and drinking his way through the other 100, perhaps being wise enough to renew his spacer’s license for ten credits, and buy a nice new pair of boots and some recreational videos for another 5 credits. If he is in the good graces of the quartermaster, and not over mass, he might purchase a few bottles of a good local whiskey, for 5 credits a bottle, to trade at the next port, or to enjoy while off duty during the next voyage.

Duty Stations
A ship requires at least one crewman for each subsystem to be operational, plus at least one pilot and navigator. A crew with more hands than duty stations means that it can be considered combat ready more of the time. If a pirate attacked while the only gunner was in bed, it could very well be over by the time he wakes up and gets to his position. Additionally, overworked crew will perform more poorly. Long hours at the same station will eventually lead to fatigue, and mistakes can be made. Another thing to remember is that all other general ship maintenance duties are performed by crew not on watch, so in general the more hands a ship has, the smoother and better it will operate.

Whenever a ship must make a check, such as to close range or evade an enemy missile, it rolls a d20 just like a normal character would. However, it adds two numbers (generally) to that roll. The first is the bonus provided by the system that is related to the check. The second is the crew’s average proficiency with that system. Under normal circumstances, if at least a quarter of the crew of a system is of a given level experience, use their bonus for that system.

Each department can be staffed differently, such as only elite gunners in weapons, or nothing but green recruits down in the cargo bays.

Experience Bonus Expected Shares
Green -1 1
Regular 0 2
Experienced +1 4
Veteran +2 6
Elite +3 8[/sblock]
 

Another thing to consider with dismissing the crew while in port. It means you are going to have turn-over. Turn-over means you are going to have crew members you don't know. That could be a spy or agent from some rival. That alone could lead to an entire adventure or three.
 

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