Re: Resistance to the Opening

From: Jeff Richard <richaje_at_...>
Date: Sat, 13 May 2006 15:30:22 -0000


> > Far more likely that an experienced captain would hire
replacements
> > for dead/retired/missing crew, and they'd gradually learn the
ropes
> > and be trained in the needed skills... until after many years of
> > experience, they were ready to be captains themselves.
> Lets all be PC's on a boat where we don't get to choose where we
go.
> Maybe not everyone wants to play in that game.

That's a problem of story-telling - not a problem in the rules system or the background. Lots of nautical fiction introduce the protagonist as a young shipman who eventually becomes captain of his own ship. If you want experienced characters who are quite good at their skills, start them with more points.

> But Trotsky has hit the nub of the problem - if you want to play
> seagoing folk, how do you play a campaign when you have trouble
> leaving port? I would say the best thing to do is assume that the
> opening ritual normally works (ie always works) but every now and
> then 'fails' and has to be re-asserted while at sea, requiring
some
> sort of roll.

FWW, in David Dunham's game, our characters (Umathelan traders) sailed from Pameltela to Genertela and back. We partnered up with a ship captain - none of us could captain our way out of a paper bag.

Jeff

Powered by hypermail