By any chance, are you going to include Kevin Costner, Dennis Hopper, and an unlimited supply of cigarettes?I'm also interested in this, and would like to add if there are any 3rd party recommendations abotu navel rules that's also oif interest. I'm about to start running a nautical / undersea campaign with a world that has been flooded over centuries and the mountaintops are now an archipelago that is all the above-sea-level land left.
There is the UA article that first explored the new ship rules: https://media.wizards.com/2018/dnd/downloads/UA_ShipsSea.pdfI do not plan on running the Saltmarsh adventures but my D&D campaign is about to have an extended nautical phase. What does Saltmarsh offer in the way of rules? Is it there enough to justify the cost of the book solely for the vehicle rules and whatever else is presented?
So, when can I buy your sailing rules on DMsguild?I've always found that since I have done a lot of reading on the Age of Sail, that for any given system I'm the problem player that always insists that we need new rules because the existing ones are so unrealistic.
The best system I've found is go to a site that keeps historical weather almanacs, pick a real world city similar to the climate you are interested in (say San Juan Puerto Rico), pick a year in the database, and pick a date corresponding to the approximate point in the year your campaign is currently set. Then just roll the date forward or switch locations as needed. You get accurate realistic weather data, sometimes down to the hour. (And the fact that real weather is more granular than daily is one of the like 3 things that makes weather simulation with a lightweight system really hard.)weather
Get a really big very detailed map. That's the number one thing. Now get two of them, and keep one behind the screen. Hex maps are best because you can use the easiest simulation of getting lost by tracking drift from intended hex based on a failed skill check without getting out the protractor and ruler.navigation
Or dear. Let's put it this way. My GM and I are writing a computer program to track this for the current campaign. How much detail do you want?Logistics
What I've seen in of the 5e ship rules is that they are heavily inspired by the 1e Pathfinder rules.I looked at the UA ship rules from a while back. Are the ones in GoS essentially the same?
Yeah, we need an emulator, not a full simulatorAlthough I should say, I've read about 10,000 pages on the history of the Great Age of Sail, with a particular eye toward implementing realism in an RPG. So my standards of what a sailing simulation should handle are probably a lot pickier than your average player/GM.