Are there any submarine based RPGs?

I suddenly want a seaQuest DSV RPG!

What does it need to make it 'submarine based'? Special rules for decompression? I figure any modern-set RPG can be set in a submarine? That's just the adventure plot, surely? Like D&D might be in a castle or a desert.

Isn't that a tad dismissive?

I would expect a submarine (or at least a modern nautical) game to have specialized nautical vehicle rules, nautical ship combat, rules about depth (& thermoclines, and sonar detection for modern settings) how to run combats underwater, including the differences from how you expect normal weapons (or spells) and explosives to work...

It may not need to be a full standalone game, but a serious treatment would probably be a notable supplement for most systems.
 

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I'll ditto the recommendation for Blue Planet, albeit I've only ever done a quick read/browse of it and that was years ago. IIRC it's d100 based and I seem to recall it being a more than decent implementation of such rules. The creator of it (Jeffrey Barber) taught oceanography and that's reflected in the content. The best thing about it that I got even from a browse, is that although it's packed with technical content, it's presented in a way that's easy to read and grok.

And yeah, the tech in it that had a cyberpunk vibe was very cool.
 








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