Looking for tips for upcoming aquatic campaign

The simplest idea I can think of is Atlantis-based. The sea gypsies realize that living on the ocean offers limited resources, so they build magical sub-dirigibles to mine the ocean floor. However, the underwater Sea Elves (or whatever) are offended by the Surface Dweller's invasion and strike out to defend their native land... water... yeah.

I think you are right about one of the central conflicts/tropes of a campaign like this will be the interaction between the surface dwellers and the subsurface dwellers. But the setup you create here strikes me as too much lacking in history. If the culture has existed for any period of time, they'll have long ago passed the sort of juncture you are describing here. These two peoples would have been neighbors for a while, and this sort of invasive operation just seems clueless and clumsy on the part of all parties involved.

1) Long before you'd have conflict over undersea mining operations, you'd have conflict over stuff that requires far less technology (where technology and magic mean the same thing in this context). If the undersea dwellers aren't unhappy about the surface dwellers fishing, trawling, drag netting, trapping, dumping garbage, harvesting oyster beds, and so forth, why would undersea mining involving probably far less of the sea bottom be suddenly beyond the pale? I mean surely the two groups will have had to work out some sort of working agreement already regarding how intensely you fish before the natives get annoyed.

2) Magical submarines are terribly economically inefficient compared to barges, cranes, and water breathing spells. Why would you need to invest in such high tech stuff when water breathing is available not only to pretty much any mid-level caster, but abundantly available from typical aquatic life if you can befriend them?

3) Trade is economically far more efficient than any sort of underwater industrial activity by the surface dwellers. Any sort of subsurface activity is vastly more efficiently performed by creatures that can breath underwater and move efficiently in it, and conversely any sort of manufacturing activity that involves solvents or fire is vastly cheaper above the surface than below it. At the very least, the surface dwellers have a much easier time refining metals and making booze than their aquatic neighbors. It's highly unlikely that the subsurface dwellers have ever paid much attention to any ore that oxidizes rapidly in water, so hunks of iron or copper ore are pretty much valueless to them. You'd think they'd be more than happy to trade iron and copper ore, pearls, and seafood for things like booze, wooden tools, ceramics, wax, and gold. Once you put booze into the equation, even the fairies are probably reasonably amendable to trade, so exactly why would anyone ever first think, "Let's invade the undersea realm.", as opposed to something like, "Lets ask Duke Blubbedibloop if he'd be willing to trade ten tons of hematite for 400 jars of wine. Good idea. Let's send Sean as an ambassador. They say his mother is a Selkie, and anyway he speaks their language." If that's even possible, whoever tries that strategy is absolutely going to crush whoever is thinking, "Lets build magic submarines and invade the undersea realm and start mining resources without permission." in terms of profit to investment ratios.

I'm not saying it's impossible to have a scenario like you suggest - one obvious way to get there is have in the prior century a war between the surface dwellers and the aquatic races that nearly drives the aquatic races to extinction. In that manner, you really do have a situation that can be new and evolving, as there are few neighbors (many might assume they no longer exist) and what remains is likely in hiding and not well disposed to the folk on the surface. But for me, the immediate question that raises is, "How did we have the technology to wipe out undersea races a century ago, and yet are just now developing undersea mining technology?" Again, that's a question that can be answered ("There was an archmage that bound an army of fiendish Krakens to his will, and sent them to exterminate the merfolk. Then the archmage died and there is currently no heir to his power."), but it's the sort of thing where there ought to be answers.
 

log in or register to remove this ad

[MENTION=4937]Celebrim[/MENTION] and [MENTION=36150]Herobizkit[/MENTION]: Those are some awesome ideas!

I'm glad you like them, but I wouldn't go so far as to even call them ideas. They are more like the sort of stuff ideas are made from - proto-ideas if you will.

Now, which proto-ideas do you like (particularly in the short term), and I'll help you turn them into ideas.
 

What if you made your underwater city like Rapture? It was supposed to be this utopia under the seas and the city fell. Now the PCs are exploring the ruins? It's definitely a reason to go the tech route instead of water breathing spells.

Edit:
Instead of Rapture you could always go the Sealab 2021 route. Sages are studying the undersea life in an environment that frequently explodes?
 
Last edited:

I can not speak from any experiences of running an underwater campaign, but as someone who played in at least four or five oceanic campaigns (and granted the majority of these experiences were from an era before DMs really had the internet or any of the Pirates of the Caribbean movies at their disposal as reference tools) the most disappointing thing for me was that the overwhelming majority of the world described to us was:

  • Exceedingly boring, flat, practically featureless expanses of the ocean surface
  • Exceedingly boring, infinite, featureless expanses of underwater water
  • Exceedingly boring, flat, practically featureless expanses of the sandy ocean floor

Most of it, for both DMs and players, is due to the fact that the experiences they have with water and the things their brains are going to default to when they're filling in the blanks are "what it's like when I'm in a pool" or "what it's like when I'm at the beach". It takes a little bit extra to describe a world that is that alien, and that far removed from what the world they live in is like.
 

I can not speak from any experiences of running an underwater campaign, but as someone who played in at least four or five oceanic campaigns (and granted the majority of these experiences were from an era before DMs really had the internet or any of the Pirates of the Caribbean movies at their disposal as reference tools) the most disappointing thing for me was that the overwhelming majority of the world described to us was:

  • Exceedingly boring, flat, practically featureless expanses of the ocean surface
  • Exceedingly boring, infinite, featureless expanses of underwater water
  • Exceedingly boring, flat, practically featureless expanses of the sandy ocean floor

Most adventures (anywhere) that might see days without encounters nor the need for some activity other than piloting a ship, can be hand-waved away (you travel for 4 days without incident is all that need be stated as the players don't need to busy themselves for 4 actual days of non-events.), though you might roll for random encounters during each day to create events where none were planned to break that up. This situation can occur overland, in the underdark, at sea, really anywhere - this is not exclusively an "at sea" problem.

Most of it, for both DMs and players, is due to the fact that the experiences they have with water and the things their brains are going to default to when they're filling in the blanks are "what it's like when I'm in a pool" or "what it's like when I'm at the beach". It takes a little bit extra to describe a world that is that alien, and that far removed from what the world they live in is like.

Not all of us are so sheltered. There are millions of people who live along coastal regions and islands who might be a little more aware than simply going to the beach as their ocean experience, thousands of others serve in various navies, or work on oil rigs, merchant shipping, etc. Not everyone is unknowing of what being at sea is really like, in addition to the many movies and documentaries about sealife and the oceans itself - it doesn't take much reseach to learn this. I have never spent more than a few days on a ship at sea, nor have ever been in a submarine, yet I still have a very good idea of what to expect on a long sea voyage.

If the long periods of travel across featureless and encounterless ocean is hand-waved, and the only day's spent actually roleplaying is in the hour or moments prior to an encounter of some kind, then adventuring at sea feels no different than any other adventure. If the point of a given ocean campaign is "hexploration" of an unknown sea, then there might be more extensive periods of inactivity - slowing adventuring down a bit, that's one thing, but most adventures at sea involves leaving one port, moving a week at sea to some destination. If there are two planned encounters during that 1 week at sea, and no random monsters, then the only time spent actively doing something in play, only occurs in the time frame of the actual encounters. Playing that way, I doubt players will experience the boredom, you state. Few tables I know of roleplay ever minute nor every hour of a week long journey with no encounters.
 

Not all of us are so sheltered. There are millions of people who live along coastal regions and islands who might be a little more aware than simply going to the beach as their ocean experience, thousands of others serve in various navies, or work on oil rigs, merchant shipping, etc. Not everyone is unknowing of what being at sea is really like, in addition to the many movies and documentaries about sealife and the oceans itself - it doesn't take much reseach to learn this. I have never spent more than a few days on a ship at sea, nor have ever been in a submarine, yet I still have a very good idea of what to expect on a long sea voyage.

My post was not a critique or comment on how you or any other person must run their games, it was a word of warning for Chimeric to not fall into the pitfall the handful of games I had been in seemed to find of their own accord.

I know that there are worlds of people who spend time working and living on and in the water, and that many of those people play and/or run underwater campaigns. I wasn't trying to insult anyone by pointing out that the games I had been in were off the mark. At the time I had watched a decade or two of PBS nature documentaries and had maybe a SCUBA lesson or two under my belt; my DMs obviously hadn't. It wasn't that there were long boring explorations of emptiness, and it wasn't that they weren't descriptive; they pictured the world that we were playing in as a flat, featureless, wet and blue wasteland. It's the same as how DMs who have never really spent any time in a cave tend to describe them more as rock walled hallways with dirt floors.

Even if a person doesn't have the real life experiences, it's far easier to get a hold of exciting art work, and harder to ignore the smorgasbord of underwater CGI extravaganzas that exist now; but what I had been trying to do was urge him to do that research, not tell him that he was doomed for failure.
 

I was taking it as insult, rather, I felt your assumption that people only understand "under the sea" concepts based on swimming pools and beaches, was baseless. I don't know anyone who that assumption applies - I've never met people like that. I'm sure there are (many) individuals that might qualify as being true, but your post seemed to indicate that this was common problem. Frankly I've never met one person who plays RPG games so sheltered or ignorant in their thinking. In my experience those who play RPG games tend to be the more enlightened and educated than the average person. I didn't feel insulted, I only feel that to a greater extent, that you are wrong.
 
Last edited:

Remove ads

Top