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
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