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OSR seafaring?

Started by Manic Modron, May 15, 2019, 06:12:04 PM

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Manic Modron

I'm considering putting together an Odyssey style game in an OSR vein.  Likely starting out with Beyond the Wall as a setup for the core island and using Stars Without Number as the main ruleset.

Are there any decent supplements for seafaring that aren't too terribly onerous to manage?

JeremyR

OD&D White Box actually had 7 pages devoted to naval stuff. I dunno if any retro clones cloned that part. Maybe Delving Deeper?

estar

#2
Wilderlands of the Magic Realm, Revised Edition guidebook has the Judges Guild sea encounter and sea conditions rules in a better presentation.
https://www.drivethrurpg.com/product/271372/Wilderlands-of-the-Magic-Realm-Revised-Guidebook

I have a PDF that I used for a Swords & Wizardry seafaring campaign
https://drive.google.com/uc?export=download&id=1v-DQ9X5a1Tairnbu_5p4tqca50Cj-hze

From Judges Guild there is
The Island Book
https://www.drivethrurpg.com/product/937/Island-Book-I

Sea Steed and Wave Rider
However I have the most important bits summarized in Magic Realm
https://www.drivethrurpg.com/product/88334/SeaSteeds-and-Wave-Riders--Revision-2011?term=Sea+Steeds

The Ready Ref sheets which has a ton of tables that I didn't include in Magic Realm
https://www.drivethrurpg.com/product/932/Ready-Ref-Sheets-1978?term=The+ready+ref


I am the author of both.
Hope this helps.

Kiero

Not a supplement, but it would be worth your while having a trawl of this thread for ideas.
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

Our podcast site, In Sanity We Trust Productions.

Manic Modron

This is great stuff, everybody.  Thank you.

I could very well just say "each hex is a week" and let it go at that, but while that is good for a Traveller-esque game, we'd really be missing out if the ship and crew just quietly went from place to place.

S'mon

#5
I tend to use the Mentzer Expert Set seafaring rules; the Getting Lost chance is pretty brutal on the open waters but feels pretty accurate if you allow a daily course correction - even if the stars are occluded, they should be able to tell where the sun rises. Using it RAW I found it quite funny that it was practically impossible to get from Specularum to the Isle of Dread; which felt realistic-medieval but not very gamable! :D

OSR clones like Labyrinth Lord clone the B/X seafaring rules which are similar.

Spinachcat

The correct answer is MAZES & MINOTAURS. It's FREE, it's OSR at its best and its all about going on Odysseys.
http://storygame.free.fr/OLDMAZES.htm

Kiero

Quote from: Manic Modron;1088068This is great stuff, everybody.  Thank you.

I could very well just say "each hex is a week" and let it go at that, but while that is good for a Traveller-esque game, we'd really be missing out if the ship and crew just quietly went from place to place.

If you're going for an Odyssey-style game, they can't go quietly from place to place. Every day, or at least every couple of days, they need to land somewhere to take on water and food and rest the oarsmen. Those are your random encounters, which can occasionally turn into something bigger, or act as places to get information on where to go next.
Currently running: Tyche\'s Favourites, a historical ACKS campaign set around Massalia in 300BC.

Our podcast site, In Sanity We Trust Productions.

moonsweeper

Quote from: S'mon;1088119I tend to use the Mentzer Expert Set seafaring rules; the Getting Lost chance is pretty brutal on the open waters but feels pretty accurate if you allow a daily course correction - even if the stars are occluded, they should be able to tell where the sun rises.

I'll second this.

Quote from: S'mon;1088119Using it RAW I found it quite funny that it was practically impossible to get from Specularum to the Isle of Dread; which felt realistic-medieval but not very gamable! :D

That isn't a bug, that's a feature.  If you start X1 with 1st level characters, they'll be appropriate level when the finally reach the Isle. ;)
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Zalman

Quote from: S'mon;1088119I tend to use the Mentzer Expert Set seafaring rules; the Getting Lost chance is pretty brutal on the open waters but feels pretty accurate if you allow a daily course correction - even if the stars are occluded, they should be able to tell where the sun rises. Using it RAW I found it quite funny that it was practically impossible to get from Specularum to the Isle of Dread; which felt realistic-medieval but not very gamable! :D

OSR clones like Labyrinth Lord clone the B/X seafaring rules which are similar.

Note that getting "lost" as sea is typically less of an issue than getting "off course". Storm winds, variable currents, and the aforementioned cloud cover can all serve to drive a ship in unintended directions. When the sky clears, the seafarers will be able to figure out their location, but will have to navigate a new and unknown course to get back on track to their destination.
Old School? Back in my day we just called it "School."

S'mon

Quote from: Zalman;1088193Note that getting "lost" as sea is typically less of an issue than getting "off course". Storm winds, variable currents, and the aforementioned cloud cover can all serve to drive a ship in unintended directions. When the sky clears, the seafarers will be able to figure out their location, but will have to navigate a new and unknown course to get back on track to their destination.

I'd think they can figure out their latitude and their bearing, but not their longitude - absent magic, landmarks etc.

Zalman

Quote from: S'mon;1088225I'd think they can figure out their latitude and their bearing, but not their longitude - absent magic, landmarks etc.

The point being (I say this as an experienced ocean sailor), that they don't need to know their exact "position" on an open sea in order to not be "lost". Latitude and bearing is good enough, unless they have also massively lost track of time for some reason. Getting "off course" is a common occurrence at sea and course corrections are normal and regular. No sailor with a modicum of experience would feel "lost" in this situation.

Of course, the other thing to consider is that if there's nothing but water to every horizon, then what difference does it make if you're "here" or "there" on an imaginary map? Being "lost at sea" only comes into play if (1) you encounter something stationary or (2) die of thirst because you don't. So my question would be what scenario is the game trying to create by having players become "lost"? Is it to introduce this one island adventure you've been working on (shall we call it Quantum Island then, and put an Ogre on it? And did they really need to get "lost" to encounter it? Couldn't it just be something that wasn't on the player's map?).

Or is the goal to roll dice day after day until the players either roll luckily or run out of water and die of attrition?
Old School? Back in my day we just called it "School."

Godfather Punk

If there is a time restriction in the scenario,  getting off course and not being able to correct to reach  a destination in a timely manner, could count as 'lost'.

RandyB

Quote from: Godfather Punk;1088680If there is a time restriction in the scenario,  getting off course and not being able to correct to reach  a destination in a timely manner, could count as 'lost'.

Is it within the PCs' power to make up time, or otherwise continue the adventure?

If not, save everyone's gaming time and just flip a coin.

If so, especially if the adventure goes in a different direction because of the lost time, then it's worth rolling for it, and rolling with it.

GameDaddy

#14
Quote from: estar;1088044I have a PDF that I used for a Swords & Wizardry seafaring campaign
https://drive.google.com/uc?export=download&id=1v-DQ9X5a1Tairnbu_5p4tqca50Cj-hze

...I am the author of both.
Hope this helps.

Ah yes, your merchants PDF is awesome, Thank you!

I'll add a 0D&D Naval supplement that I have been working on since 2016, that I have archived up on my Google Drive, as a free download, Enjoy!

Galleys.pdf

I have since learned that Viking Longships are capable of much higher speeds than historically listed... here is a link to a video of a Viking Longship running at full reach before a storm traveling about 44 Mph...
https://www.youtube.com/watch?v=XORSpUUy0lQ



I'll also add that Twin Crowns d20 is one of the best sets of rules for age of sail and navigation for D&D that I own, and you can still obtain copies for ridiculously reasonable amounts off of Ebay... Like

here...
https://www.ebay.com/itm/TWIN-CROWNS-Campaign-Setting-d20-Dungeons-Dragons/254008892686?hash=item3b241c1d0e:g:VSkAAOSwIABcBBo~&frcectupt=true

or here...
https://www.ebay.com/sch/i.html?_from=R40&_trksid=m570.l1313&_nkw=Twin+Crowns&_sacat=0

This is like Ready Ref Sheets level of goodness for the Age of Sail, IMO.
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