Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Sailing without a crew
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="CarlZog" data-source="post: 1836460" data-attributes="member: 11716"><p>In reference to tides, mentioned by one post:</p><p> </p><p>The presence and influence of tide and tidal current is a product of geography, but generally currents generated by astronomical tides become unnoticeable pretty shortly after you get offshore. Ocean currents, like the Gulf Stream, are a different matter, and it's up to the DM to decide if and where such currents exist.</p><p> </p><p>In reference to navigation:</p><p> </p><p>Yes, it is a very separate skill set from actually sailing the ship, and if the ship were offshore when the PCs took control, somebody will need to have some nav skills if they're going to find their way home. As for the application of wilderness survival and orienteering skills, there may be some crossover here depending on the circumstances.</p><p> </p><p>Although technology and tools improved, ocean navigation methods didn't change dramatically from the time of Columbus to the time of Nelson. The backbone of navigation, even today, is a process known as deduced reckoning. Essentially, you need to have a known starting point. From there, you keep track of how fast you're going (using a chip log) and in what direction (using a compass). Obviously you'll also need to keep track of time (an hourglass). Skillful ded reckoning, as this is known, can be surprisingly accurate for extended periods of time. For centuries this was the only means of determining your East-West position crossing the Atlantic. </p><p> </p><p>If the crew had a good, recent position on the chart when the PCs took over, someone with some nav skill could rebuild and continue that. Even someone with some shore-based orienteering skills could possibly muddle through and achieve reasonable results. Again an accurate starting point on a chart is pivotal.</p><p> </p><p>DR positions are complemented by sun and star sights to confirm latitude. Longitude may have been able to be determined by either lunar distances, or, later, mechanical chronometer. These are definitely specialized skills that only an experienced ocean navigator would have.</p><p> </p><p>Now all of this assumes a traditional, European approach. Depending on the races and homelands of your PCs, someone may have unique cultural skills that would allow an entirely different form of ocean navigation to take place. The real world parallel to this is the navigation systems of the Pacific islanders.</p><p> </p><p>For those who want a comparatively high level of accuracy in the matters of the sea, I think <strong>Broadsides</strong> is the best d20 rule set. For even more detailed miniatures rules, see <strong>Heart of Oak</strong>, an old FGU title still available as pdf.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="CarlZog, post: 1836460, member: 11716"] In reference to tides, mentioned by one post: The presence and influence of tide and tidal current is a product of geography, but generally currents generated by astronomical tides become unnoticeable pretty shortly after you get offshore. Ocean currents, like the Gulf Stream, are a different matter, and it's up to the DM to decide if and where such currents exist. In reference to navigation: Yes, it is a very separate skill set from actually sailing the ship, and if the ship were offshore when the PCs took control, somebody will need to have some nav skills if they're going to find their way home. As for the application of wilderness survival and orienteering skills, there may be some crossover here depending on the circumstances. Although technology and tools improved, ocean navigation methods didn't change dramatically from the time of Columbus to the time of Nelson. The backbone of navigation, even today, is a process known as deduced reckoning. Essentially, you need to have a known starting point. From there, you keep track of how fast you're going (using a chip log) and in what direction (using a compass). Obviously you'll also need to keep track of time (an hourglass). Skillful ded reckoning, as this is known, can be surprisingly accurate for extended periods of time. For centuries this was the only means of determining your East-West position crossing the Atlantic. If the crew had a good, recent position on the chart when the PCs took over, someone with some nav skill could rebuild and continue that. Even someone with some shore-based orienteering skills could possibly muddle through and achieve reasonable results. Again an accurate starting point on a chart is pivotal. DR positions are complemented by sun and star sights to confirm latitude. Longitude may have been able to be determined by either lunar distances, or, later, mechanical chronometer. These are definitely specialized skills that only an experienced ocean navigator would have. Now all of this assumes a traditional, European approach. Depending on the races and homelands of your PCs, someone may have unique cultural skills that would allow an entirely different form of ocean navigation to take place. The real world parallel to this is the navigation systems of the Pacific islanders. For those who want a comparatively high level of accuracy in the matters of the sea, I think [b]Broadsides[/b] is the best d20 rule set. For even more detailed miniatures rules, see [b]Heart of Oak[/b], an old FGU title still available as pdf. Carl [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Sailing without a crew
Top