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The world is 99% ocean
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<blockquote data-quote="BiggusGeekus" data-source="post: 1286170" data-attributes="member: 1014"><p>OK....</p><p></p><p></p><p>1) it's sci-fi but check out <em>Blue Planet</em>. The guy who wrote it was big into geology and earth science so you'll find some kick-butt world building. I don't really like the mechanics (at least the version one rules) but the world and ecology is excellent.</p><p></p><p>2) If you skip on #1, then stick to a couple of easy & plausible world making tips: toss in an extra moon and underwater volcanoes. Water worlds tend to freeze in "reality"</p><p></p><p>3) I ran a water game and, sadly, it didn't go over well. Having all the combats on ships essentially added a "save or die" effect as the players had a chance to fall over and perhaps drown <em>in every combat</em>. Sure, they could always tread water or swim, but falling in the water means that they were effectively "out" for the remanider of the combat. I'm not trying to ... er ... dampen your spirits ... I just want to give you a bit of a heads up to handle a problem that I didn't foresee in the game.</p><p></p><p>4) I found "Seas of Blood" to be a good, generic seafaring ruleset. I haven't picked up the "Seafarer's Handbook" but my understanding it's also good but adds in some campaign info (ie it isn't completely generic).</p></blockquote><p></p>
[QUOTE="BiggusGeekus, post: 1286170, member: 1014"] OK.... 1) it's sci-fi but check out [i]Blue Planet[/i]. The guy who wrote it was big into geology and earth science so you'll find some kick-butt world building. I don't really like the mechanics (at least the version one rules) but the world and ecology is excellent. 2) If you skip on #1, then stick to a couple of easy & plausible world making tips: toss in an extra moon and underwater volcanoes. Water worlds tend to freeze in "reality" 3) I ran a water game and, sadly, it didn't go over well. Having all the combats on ships essentially added a "save or die" effect as the players had a chance to fall over and perhaps drown [i]in every combat[/i]. Sure, they could always tread water or swim, but falling in the water means that they were effectively "out" for the remanider of the combat. I'm not trying to ... er ... dampen your spirits ... I just want to give you a bit of a heads up to handle a problem that I didn't foresee in the game. 4) I found "Seas of Blood" to be a good, generic seafaring ruleset. I haven't picked up the "Seafarer's Handbook" but my understanding it's also good but adds in some campaign info (ie it isn't completely generic). [/QUOTE]
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