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Saltmarsh: Tell Me About the Vehicle Rules
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<blockquote data-quote="Celebrim" data-source="post: 7791850" data-attributes="member: 4937"><p>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.)</p><p></p><p></p><p></p><p>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.</p><p></p><p></p><p></p><p>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?</p><p></p><p>One thing you really have to consider when you get into a nautical campaign is that it's going to be a BIG sprawling campaign. You can start out with the party in a Yawl and either a couple of NPCs or no NPCs depending on how competent the characters are at sailing a boat. But sooner or later, the player's are going to want ships that look something like those in Captain Blood or Pirates of the Carribean, and at that point you are in for it. Because that's like 200 NPCs. And no you can't sail a 32 gun frigate to Tortuga with just 2 people. It can't be done.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7791850, member: 4937"] 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.) 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. 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? One thing you really have to consider when you get into a nautical campaign is that it's going to be a BIG sprawling campaign. You can start out with the party in a Yawl and either a couple of NPCs or no NPCs depending on how competent the characters are at sailing a boat. But sooner or later, the player's are going to want ships that look something like those in Captain Blood or Pirates of the Carribean, and at that point you are in for it. Because that's like 200 NPCs. And no you can't sail a 32 gun frigate to Tortuga with just 2 people. It can't be done. [/QUOTE]
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