Faolyn
(she/her)
We're doing a maritime adventure in one of my games right now) and handled the "with little happening" aspect by the DM asking us what downtime activity we want to work on during the trip.My experience as a player in a few maritime adventures is that they tend to take away player agency. The captain makes you tend to mundane tasks, you get blown far off course and stranded, you watch fellow party members get keel hauled, you get trapped in tight quarters combats by raiding parties and can't escape short of diving into shark infested waters, you leave behind all the contacts you had on the mainland and connection to that campaign world, you're basically trapped in a floating hamlet where everyone knows you (bad for rogues), you're usually at sea for months with little happening, it typically involves several boring sessions of preparation just to launch the expedition, there aren't good rules for it in the core books (and thus it's out of the scope the core game can handle), heavily armored characters sink and drown easily. I could go on.
I have yet to play in a good nautical adventure, and I'd be wary about signing up for one after the horrible ones I've played in. I know they can be done well by a DM who has done the work to avoid situations like the ones I mentioned above, but I'd really have to trust that DM.