Chairman7w said:
I've ran a Pirate Campaign and every time Shipt-to-ship combat begins, the session grinds to a complete halt.
There is no reason for this to have to happen, but if you just gloss over it, you're missing out on a lot of the fun.
First, you must be willing to de-emphasize the tactics of d20, and play a little fast and loose with the rules.
Second, there are a couple keys to making this work:
- Ditch the minis. Keep rough track of the relative locations of the ships in your head, but DO keep track of it.
Describe the approach of the other ship, and encourage your PC's -- particularly whoever the Capt or leader is -- to telll you what she wants to do. "I want to see if we can get up behind him." "I want to chase him down and ram him." "I want to try to lure him on that reef." We'll get to how you resolve these actions in a minute, but as the maneuvers unfold, just try to keep a rough idea of the relative positions of the ships in your head and describe it to the players. DON'T break out minis and start metagaming this by having players moving ships X number of hexes, etc. Keep everybody's imagination at deck level and in character.
-- Organize the rest of the crew and the ship's actions.
This is critical. A ship's crew should be broken down by its functions and each group should be treated as an NPC with set skills, hit points etc.: the gunnery crew, the sailing crew, the damage control team, etc. So, when you fire a starbd broadsides, it's the starbd gun crew whose attack bonus, mods, etc is rolled. Let the players roll all this stuff too. The ship itself is just a vehicle and should be treated as such, but should be broken down into hull and rigging to reflect damage to speed and damage to guns and flotation.
- Emphasize the PC's skills and their role in directing the rest of the ship.
Part of what makes this kind of combat boring is that ship becomes the character and the PCs are shunted to the sidelines to wait for the end of the wargame. This is not necessary. Keep the focus on the action at deck level. If the Capt. wants to try to maneuver closer, the PCs with the sailing skills should be working with the rest of the crew to trim sails. You can treat a lot of this as series of crew skill check with PC's using aid another or leadership. Again, don't get hung on the letter of the law. The goal here is that cinematic sense of Captain Jack shouting orders to the crew. If you're firing cannons, you're leading the gun crew.
Keep the players involved in the action from the initial sighting of an enemy all the way through the clash of spars and grappling hooks. Then the PC's can be engaged in battling the pivotal NPCs or the other crew mooks. But even then, you should be keeping track of the clash of the crew "groups" battling it out with each other, describe that aspect of the chaos to the players and give them a chance to influence that tide of battle. Whether you do a series of attack rolls, or just an occasional secret "tide of battle" roll modified by the crews' attributes is up to you, but keep the crews involved and give the players a chance to do heroic stuff while also leading the crew.
Carl