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*TTRPGs General
What would you want in a book of naval rules?
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<blockquote data-quote="Crazy Jerome" data-source="post: 5812799" data-attributes="member: 54877"><p>There is an old Mayfair space game that handled inertia in space very well and simply. It wasn't perfect, but it was close enough a physics enthusiast could play it without gagging. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> I forget the name of it, because someone "borrowed" it in high school, but it was available around 1984 or a bit earlier. So that kind of thing can be done.</p><p> </p><p>As far as how to model it, I'd need to know more about how sailing actually works. Unfortunately, all my information is academic, and I know just how far that goes when doing this kind of thing. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>However, the exact mechanic is less important than it providing key decisions for the players. With just what you listed, what Celebrim discussed on "weather gage" seems more likely to work for me than "wind advantage". The latter sounds like something you get or don't, and add to the roll. This puts the focus on the roll. Whereas, "weather gage" sounds like something you deliberately try to gain or lose, depending upon what your goals are, and then that decision affects several subsequent rolls, which in turns complicates your next decision about seeking or avoiding having it. That puts focus on the decision. </p><p> </p><p>I'm aware that sometimes the players may find themselves on the open sea, being overtaken by a warship in a light breeze, and they are simply hosed. And certainly once a giant kraken gets ahold of you, the wind is the least of your worries. But somehow this doesn't do anything for me:</p><p> </p><p>"Cool, I made a natural 20 on my seafaring skill check." </p><p>DM: "You cut across near the reef, in time, with the aid of a light breeze, forcing the enemy ship to break off before it crashes, then you get away into the fog before they can regain position."</p><p> </p><p>I don't need your rules to do that. I can do that for myself already. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Edit: Of course, having just enough knowledge to be dangerous on this subject may put me safely outside the target audience.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5812799, member: 54877"] There is an old Mayfair space game that handled inertia in space very well and simply. It wasn't perfect, but it was close enough a physics enthusiast could play it without gagging. :p I forget the name of it, because someone "borrowed" it in high school, but it was available around 1984 or a bit earlier. So that kind of thing can be done. As far as how to model it, I'd need to know more about how sailing actually works. Unfortunately, all my information is academic, and I know just how far that goes when doing this kind of thing. :D However, the exact mechanic is less important than it providing key decisions for the players. With just what you listed, what Celebrim discussed on "weather gage" seems more likely to work for me than "wind advantage". The latter sounds like something you get or don't, and add to the roll. This puts the focus on the roll. Whereas, "weather gage" sounds like something you deliberately try to gain or lose, depending upon what your goals are, and then that decision affects several subsequent rolls, which in turns complicates your next decision about seeking or avoiding having it. That puts focus on the decision. I'm aware that sometimes the players may find themselves on the open sea, being overtaken by a warship in a light breeze, and they are simply hosed. And certainly once a giant kraken gets ahold of you, the wind is the least of your worries. But somehow this doesn't do anything for me: "Cool, I made a natural 20 on my seafaring skill check." DM: "You cut across near the reef, in time, with the aid of a light breeze, forcing the enemy ship to break off before it crashes, then you get away into the fog before they can regain position." I don't need your rules to do that. I can do that for myself already. :D Edit: Of course, having just enough knowledge to be dangerous on this subject may put me safely outside the target audience. [/QUOTE]
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What would you want in a book of naval rules?
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