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General Tabletop Discussion
*TTRPGs General
What would you want in a book of naval rules?
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<blockquote data-quote="Celebrim" data-source="post: 5814451" data-attributes="member: 4937"><p>The thing about sensibilities is that we've all got them, and they are all different. </p><p></p><p>TSR in 2e, and now WotC in 4e IMO most got in trouble by assuming that everyone's sensibilities basically matched their own or could be made to match their own. They made too many assumptions about how people played or maybe about how people ought to play and they tried via the rules to force people to play that game. </p><p></p><p>D&D is played by very diverse groups with very different campaigns. In some campaigns, mile long floating fortresses complete with towers, minerets, and hundreds of trebuchets and arsenals of magical weaponry make perfect sense. In others, the DM is going to want have boarding actions by mailed knights on round ships with high castles fore and aft where the corvus represent high-tech weaponry. In still others, steam powered ironclad dwarven dreadnoughts laden with dragon mouthed bombards will clash with their orcish counter-parts. None of these are wrong, and one of the big problems I've seen with many sea campaign books is that they have a tendency to make assumptions about how people want to play or should play.</p><p></p><p>Ideally for me, the rules are good when I can set up my campaign for somewhat realistic bronze age galley warfare, and then, later I decide I want to introduce as a 'foe' in the campaign a fantasy version of a late 19th century pre-dreadnaught controlled by an evil wizard and I can actually make that work.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5814451, member: 4937"] The thing about sensibilities is that we've all got them, and they are all different. TSR in 2e, and now WotC in 4e IMO most got in trouble by assuming that everyone's sensibilities basically matched their own or could be made to match their own. They made too many assumptions about how people played or maybe about how people ought to play and they tried via the rules to force people to play that game. D&D is played by very diverse groups with very different campaigns. In some campaigns, mile long floating fortresses complete with towers, minerets, and hundreds of trebuchets and arsenals of magical weaponry make perfect sense. In others, the DM is going to want have boarding actions by mailed knights on round ships with high castles fore and aft where the corvus represent high-tech weaponry. In still others, steam powered ironclad dwarven dreadnoughts laden with dragon mouthed bombards will clash with their orcish counter-parts. None of these are wrong, and one of the big problems I've seen with many sea campaign books is that they have a tendency to make assumptions about how people want to play or should play. Ideally for me, the rules are good when I can set up my campaign for somewhat realistic bronze age galley warfare, and then, later I decide I want to introduce as a 'foe' in the campaign a fantasy version of a late 19th century pre-dreadnaught controlled by an evil wizard and I can actually make that work. [/QUOTE]
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What would you want in a book of naval rules?
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