Chaosmancer
Legend
And, frankly, if that's what had happened, I'd be shutting up right now. If the five characters had ANYTHING tying them to a ship in any way, shape or form, then I'd be a happy person. But, as @Raunalyn has pointed out, his character is a perfect example of what I was given to work with. An illusionist charlatan. Nothing nautical about the character at all. Nothing tying him to the town at all. And, a character that was created whole cloth BEFORE our session 0 despite knowing (and I know he knew because I have the forum posts) that I had specifically asked that characters be created as a group.
I 100% agree with you @Chaosmancer. There are far more duties aboard a ship than simply steering. Not everyone needed a sailor background - the one with nautical experience wound up with a smuggler background. Having tool proficiency in wood working or something similar could make you the bosun. Cook. There are a thousand different things you could be.
But, guess what? Not a single one of those perfectly understandable and reasonable options were even considered. Every character came from far away with no family and no ties to the setting. One character had a naval background after what I remember as a lenghty discussion to finally get SOMEONE to take it.
No, I was most definitely the wrong DM for this group. Absolutely. They wanted things out of the game that I was not interested in at all and I was a terrible fit with those players. I should have walked earlier, but, honestly, the previous campaigns were very good and the some of the other players, who had dropped out of the game, made it a ton of fun. It just, rather unfortunately, ran aground on the shoals of everyone having seriously different expectations of what they wanted out of the game.
Honestly man, this is turning into something that seems to be incredibly personal.
No nearby family? Why does that matter?
No ties to the setting... well, what kind of ties do you expect?
And, frankly, there is another thought in my head, spurred by that family bit.
I was "recently" in a game based in Neverwinter. The DM wanted us all to be in Neverwinter, wanted to base the entire game there. I built a Paladin who was part of the city watch. Half-Elf he had actually been alive during the eruption of Mount Hotnow (sp) and had grown up with the citizens of the town defending themselves from the monsters unleashed. He had a wife (a half-orc shepherdess), ties to politcal organizations, ties to the economic structures. He was deeply embedded in the game. We only had one player who wasn't really tied to the city, and it would have worked fine.
Within a Month of game time the DM had us leave Neverwinter and we basically never came back again. We actually spent nearly 8 months Real Time on a quest through Hell that was a complete side-tangent from the quest we had left on. My wife? My character's literal wife that I told my DM my character would fall as a paladin to protect? She was vaguely mentioned once or twice. The Greycloaks which were a big part of my characters's backstory as a political activist in the city? Never met or mentioned.
I put in the effort to embed my character deep into that setting, and I got nothing for it. The DM abandoned the city very quickly and moved on to something else.
Now, I'm not saying you did this, would do this, have ever done this, would ever approve of this. What I am saying is that there are habits that people pick up, and sometimes for very good reasons. Most players create orphan wanderers. It is far easier, gives them free motivation to move wherever the situation demands without having to potentially abandon important ties their character has, and it is also a defense against the DM taking those NPCs and knifing them in the back repeatedly. It happens. And if "not tied to the setting" is a deal breaker for you, you might be in for a lot more heartache.
Additionally, while again I have no idea what the point of Saltmarsh is, and I have no idea what your other characters were, I can rather easily see a smuggler character with a boat and a charlatan looking to sell fake goods tying together in a business venture. I don't see a need for the charlatan to be tied to the town or to have a little sister in a nearby nunnery or any of that. I can tie his goals of "make lots of money" to the smuggler who also wants to make lots of money, and inter-party ties are a very robust way to get investment.
Because people want to help their friends and business partners.