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OSR seafaring?

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

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Spinachcat

Quote from: GameDaddy;1088896I have since learned that Viking Longships are capable of much higher speeds than historically listed...

Viking ships move even faster when the Northmen jam on guitars.

[video=youtube;fu2bgwcv43o]https://www.youtube.com/watch?v=fu2bgwcv43o[/youtube]

moonsweeper

Quote from: GameDaddy;1088896Ah yes, your merchants PDF is awesome, Thank you!

100% agree with this. I have been using it for a while. (Is it sacrilege to be using it with 5e as well as OSR? :D)

Thanks for the PDF, Rob.


Quote from: GameDaddy;1088896I'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.

I never had the Twin Crown campaign book. Is there anything in it I'm missing if I have both the Pirates and the Broadsides books that Living Imagination did?  Just curious because I still use the pair a lot (for OSR and 5e both) even though I don't play 3e anymore.

https://www.amazon.com/Broadsides-d20-LII1500-John-Faugno/dp/0971214522

https://www.amazon.com/Pirates-system-LII1503-Rules-Supplement/dp/0971214565
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RPGPundit

Never been much of a seafaring adventures sort of GM.
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Quote from: RPGPundit;1089856Never been much of a seafaring adventures sort of GM.

You're missing out on all sorts of potential awesome. I'm reading Christian Cameron's latest in The Long War series (historical fiction about the Greco-Persian Wars), and you've got naval battles, piracy, raiding towns and small scale warfare. Because even a single trireme means you carry an army with you, since it requires 180 oarsmen, in addition to your complement of marines and sailors. If they're trained and armed (which is the stuff of several sessions in its own right), you have a decent-sized body of men for all sorts of shenanigans.
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GameDaddy

#19
Quote from: moonsweeper;1088924I never had the Twin Crown campaign book. Is there anything in it I'm missing if I have both the Pirates and the Broadsides books that Living Imagination did?  Just curious because I still use the pair a lot (for OSR and 5e both) even though I don't play 3e anymore.

Broadsides is very good, a standalone supplement for Historical, and Fantasy Naval Adventuring. It includes rules for age-of-sail Navigation and includes new prestige character classes such as Harpooners (Whalers), Marines, Oceanic Sentinels (Magic-users), I have my own custom class, Sea Wizards in my campaigns, however Broadsides includes Privateers, Surgeons, Sea Captains, and Sea Scouts, as well as new spells, rituals, and nautical magic items, as well as a brief sea creature Bestiary.

Pirates, of course expands on this and has a great section on real Pirates, and includes more than a dozen new Prestige Classes including a Gentleman Pirate, Pirate, Slaver, The Sea's Chosen, Eldritch Captain, Brethren, Jali (Witch Doctor or Sorceror), Sail Riders, Salvagers, Lookouts, Marauders, Reckless Boarders, Island Protectors, and Smugglers. There is a good section on ships trade goods, and booty, as well as a section on custom building sailing ships, some new equipment and magic items, and of course, a Pirate Adventure.

The original book, Twin Crowns features notes on integrating the Fantasy Races into an age-of-sail game, Adds some new Character Classes including an Arcane Ritualist (Magic-user), Bounty Hunter, Diplomat, Divine Ritualist (Priest), and Privateers. It includes very detailed and comprehensive equipment tables including firearms, gunpowder, and cannons of all sizes. In the Naval Adventuring portion what is included here in detail that is not included or only briefly described in Broadsides is the use of maps, Weather tables for the GM, Ship Classes, and rules on repairing ships. There is a complete Magic and Religion system that includes Deities of Ptalmanar (The Mythical Kingdoms that make up the world of Twin Crowns), with lots and lots of new spells and magic-items. Finally there is a big history section that goes on to describe a number of fantasy Kingdoms that could also easily be regarded as Norway/Scandinavia, The United Kingdom, Holland, Denmark, Germany, France, Spain, Portugal, Russia and their new world Colonies. There is a section on other lands which could be slightly related to the Middle-east, Indian Ocean, Asia, and South-east Asia. Finally it includes a timeline and a complete history for Ptalmanar, remarkably similar to our age-of-sail history, I would add. Both Twin Crowns and Broadsides includes the rules for age-of-sail naval combat, and includes lots of different types of sailing ships and galleys you can incorporate into your campaign.
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moonsweeper

Quote from: GameDaddy;1094422Broadsides is very good, a standalone supplement for Historical, and Fantasy Naval Adventuring. It includes rules for age-of-sail Navigation and includes new prestige character classes such as Harpooners (Whalers), Marines, Oceanic Sentinels (Magic-users), I have my own custom class, Sea Wizards in my campaigns, however Broadsides includes Privateers, Surgeons, Sea Captains, and Sea Scouts, as well as new spells, rituals, and nautical magic items, as well as a brief sea creature Bestiary.

Pirates, of course expands on this and has a great section on real Pirates, and includes more than a dozen new Prestige Classes including a Gentleman Pirate, Pirate, Slaver, The Sea's Chosen, Eldritch Captain, Brethren, Jali (Witch Doctor or Sorceror), Sail Riders, Salvagers, Lookouts, Marauders, Reckless Boarders, Island Protectors, and Smugglers. There is a good section on ships trade goods, and booty, as well as a section on custom building sailing ships, some new equipment and magic items, and of course, a Pirate Adventure.

The original book, Twin Crowns features notes on integrating the Fantasy Races into an age-of-sail game, Adds some new Character Classes including an Arcane Ritualist (Magic-user), Bounty Hunter, Diplomat, Divine Ritualist (Priest), and Privateers. It includes very detailed and comprehensive equipment tables including firearms, gunpowder, and cannons of all sizes. In the Naval Adventuring portion what is included here in detail that is not included or only briefly described in Broadsides is the use of maps, Weather tables for the GM, Ship Classes, and rules on repairing ships. There is a complete Magic and Religion system that includes Deities of Ptalmanar (The Mythical Kingdoms that make up the world of Twin Crowns), with lots and lots of new spells and magic-items. Finally there is a big history section that goes on to describe a number of fantasy Kingdoms that could also easily be regarded as Norway/Scandinavia, The United Kingdom, Holland, Denmark, Germany, France, Spain, Portugal, Russia and their new world Colonies. There is a section on other lands which could be slightly related to the Middle-east, Indian Ocean, Asia, and South-east Asia. Finally it includes a timeline and a complete history for Ptalmanar, remarkably similar to our age-of-sail history, I would add. Both Twin Crowns and Broadsides includes the rules for age-of-sail naval combat, and includes lots of different types of sailing ships and galleys you can incorporate into your campaign.

Thanks for the info. I never knew if there was anything in Twin Crowns besides the campaign world info.  
It looks like I will definitely have to snag a copy to complete the set.
"I have a very hard time taking seriously someone who has the time and resources to protest capitalism, while walking around in Nike shoes and drinking Starbucks, while filming it on their iPhone."  --  Alderaan Crumbs

"Just, can you make it The Ramones at least? I only listen to Abba when I want to fuck a stripper." -- Jeff37923

"Government is the only entity that relies on its failures to justify the expansion of its powers." -- David Freiheit (Viva Frei)