Issue 6 off to the printer!
This commit is contained in:
@@ -1,45 +1,191 @@
|
||||
.H1
|
||||
Draft notes on
|
||||
a ShipCrawl game
|
||||
Notes on a ShipCrawl Game
|
||||
.ce 10
|
||||
.ps 10
|
||||
.vs 11
|
||||
.sp
|
||||
.I
|
||||
originally published by Roger Thorm on his blog
|
||||
https://www.antherwyck.com Mar 4, 2025
|
||||
.ce 0
|
||||
.PP
|
||||
.I
|
||||
Since, at the moment, I’m kind of just waiting to see how the Kickstarter is going to turn out, I’m spending my attention on another pass at The Shipping Forecast, and explaining why I felt the need to make this set of rules and how they might be used.
|
||||
.PP
|
||||
This article adapted and expanded from the previously posted "Draft
|
||||
notes on a ShipCrawl game" from the RThorm blog on antherwyck.com
|
||||
[https://www.antherwyck.com/2025/03/04/draft-notes-on-a-shipcrawl-game/]
|
||||
.R
|
||||
.2C
|
||||
.PP
|
||||
The idea of a Ship Crawl (like a hex crawl, but for a sailing ship) has
|
||||
been something I've been slowly working at for a number of years. The
|
||||
hex crawl is the more well known example of exploration and adventure,
|
||||
but trying to directly map that onto ocean adventure is generally
|
||||
unsatisfying. This attempts to address that, and to provide a set of
|
||||
rules as an independent framework of rules for those specific elements.
|
||||
.PP
|
||||
The premise that I have been working towards with this is to have a
|
||||
system that provides the backbone to deal with the procedures for
|
||||
sailing, trading, exploring, and so forth in a ship-based game. The
|
||||
model of the free trader starship in Traveller is the point I have
|
||||
started from, but with sailing ships (or maybe oared galleys, if that's
|
||||
your preference) going from port to port across the seas.
|
||||
.H2
|
||||
Lonely Fun
|
||||
.PP
|
||||
There’s a kind of gaming that my friend Thor refers to as “lonely fun.” He might not have coined the term, but he first used it when talking with me in reference to making Traveller characters. Even in those early days, going through the lifepath and the choices and options to create a character. You were using the game, you were probably telling a story as you went along, building up the character’s backstory, perhaps getting ideas about some elements in their career, but all on your own.
|
||||
There’s a kind of gaming that my friend Thor refers to as “lonely fun.”
|
||||
He might not have coined the term, but he first used it when talking
|
||||
with me in reference to making Traveller characters. Even in those early
|
||||
days, going through the lifepath and the choices and options to create a
|
||||
character. You were using the game, you were probably telling a story as
|
||||
you went along, building up the character’s backstory, perhaps getting
|
||||
ideas about some elements in their career, but all on your own.
|
||||
.PP
|
||||
I had a couple sessions where I took a character (but the stats and anything about the character was entirely irrelevant) who headed out into unexplored wilderness to begin setting up a new barony. Using the charts and tables in the Judges Guild Ready Ref Sheets (https://en.wikipedia.org/wiki/Ready_Ref_Sheets) I went through a hex crawl kind of exercise, with an empty hex grid map, plotting out the locations of streams, noted ruins, woods, and a few hexes of apple trees, among other things. Once my character moved in and built their stronghold, they’d be able to go back out and explore the interesting parts and bring in some peasants to tend and harvest the natural resources in the land. Going through the tables, making exploration checks, finding what was in the next hex (or block of hexes) and charting it all out kept me engrossed and entertained for a good amount of time.
|
||||
I had a couple sessions where I took a character (but the stats and
|
||||
anything about the character was entirely irrelevant) who headed out
|
||||
into unexplored wilderness to begin setting up a new barony. Using the
|
||||
charts and tables in the Judges Guild Ready Ref Sheets
|
||||
(https://en.wikipedia.org/wiki/Ready_Ref_Sheets) I went through a hex
|
||||
crawl kind of exercise, with an empty hex grid map, plotting out the
|
||||
locations of streams, noted ruins, woods, and a few hexes of apple
|
||||
trees, among other things. Once my character moved in and built their
|
||||
stronghold, they’d be able to go back out and explore the interesting
|
||||
parts and bring in some peasants to tend and harvest the natural
|
||||
resources in the land. Going through the tables, making exploration
|
||||
checks, finding what was in the next hex (or block of hexes) and
|
||||
charting it all out kept me engrossed and entertained for a good amount
|
||||
of time.
|
||||
.PP
|
||||
I think that solo RPGs offer a similar kind of guided activity that helps to generate enough feedback to lead to the development of an emergent story. (I haven’t played more than a couple solo RPGs, and I’m sure the field is much broader than just that, but that’s a core facet of many of them, I feel)
|
||||
I think that solo RPGs offer a similar kind of guided activity that
|
||||
helps to generate enough feedback to lead to the development of an
|
||||
emergent story. (I haven’t played more than a couple solo RPGs, and I’m
|
||||
sure the field is much broader than just that, but that’s a core facet
|
||||
of many of them, I feel)
|
||||
.H2
|
||||
Sandbox/West Marches-style Games
|
||||
Merchant Ship as a Small Domain
|
||||
.PP
|
||||
I’m more familiar with this particular style of game from reading articles and discussion, rather than from actually experiencing a game like this firsthand. I’ve long been intrigued by games that deal with engagement with the environment. Dungeons, as a setting, are places that have meaning and purpose, and exploring and understanding that has long been an interesting part of TTRPGs, for me.
|
||||
Fundamentally, ship travel is boring in most ttrpgs because there is
|
||||
very little to do if you are just a passenger. If you treat it like
|
||||
getting on a bus or a plane, there's not much to do until you reach your
|
||||
destination, unless something rare and fairly catastrophic occurs (but
|
||||
that's not especially good for games). The pointcrawl model is perhaps
|
||||
better for that kind of setting, where the ports and islands are
|
||||
interesting, but the time in between is not interesting, but that tends
|
||||
to gloss over any of the sailing and ship operation, and focus more just
|
||||
on activities in port or on land.
|
||||
.PP
|
||||
Yochai Gal wrote a recent article about Pointcrawls & Emergent Play (https://newschoolrevolution.com/pointcrawls-emergent-play/) that spells out his approach to exploration-type games. This isn’t a design inspiration (especially since I’ve been flailing at this game concept for a couple years, and that article was only posted last month). But, if this gets re-worked and revised to be part of the content for a later version of The Shipping Forecast, it could be useful to come back and revisit that.
|
||||
.H2
|
||||
World-Building Games
|
||||
However, if you are the free trader captain, or a group of shareholders
|
||||
together operating the ship, then there are active questions about what
|
||||
you do during the travel that can become more engaging.
|
||||
.PP
|
||||
Another kind of game that buttresses another aspect of this is a story-building game like The Quiet Year (https://buriedwithoutceremony.com/the-quiet-year) or Microscope (https://www.lamemage.com/microscope/) or the Lexicon Game (https://en.wikipedia.org/wiki/Lexicon_(game)). All of these have a framework structure for advancing the action (for some fairly broad definitions of what “action” might be construed to be), but in all cases, much of the story comes from what the player(s) develop as they are working through those steps of the game.
|
||||
The ship itself is a complex system that must be operated by a team. It
|
||||
is a small domain unto itself, not unlike a castle or stronghold or even
|
||||
like a village. There are many functions that need to be attended to,
|
||||
and there is also guiding leadership in making strategic decisions about
|
||||
operations, as well as the more immediate responses to obstacles and
|
||||
crisis situations. The numerous points of engagement and complexity of
|
||||
the system should provide for a dynamic setting that serves as a
|
||||
framework for interesting games.
|
||||
.PP
|
||||
Deciding what cargo to buy in Port X to take to Port Y (or considering
|
||||
heading to Port Z instead) can be ship-level activities. There can be
|
||||
choices about sailing in storms, and whether to try to make good time
|
||||
getting to the next destination, or trying to be more careful and
|
||||
avoiding damage to the ship. Even matters of how to manage crew and how
|
||||
to work with the stress of sea travel on the ship are relevant matters.
|
||||
What tasks of operation or repair the crew takes on (and whether the
|
||||
crew are fundamentally cooperative or not, let alone whether they are
|
||||
competent or not) all sets up a lot of material to engage with.
|
||||
.H2
|
||||
The Shipping Forecast
|
||||
.PP
|
||||
The original idea for the Shipping Forecast was to have some regular rules for an exploration game. Like the Ready Ref Sheets, the Shipping Forecast provides a set of tables and procedures to use for resolving the travels of a sailing ship. Weather events, shipboard incidents, and activities in port are the key elements the system should provide. The initial premise for the Shipping Forecast was to have a regular armature for this information that could be used in a campaign.
|
||||
The working title for this set of rules, "The Shipping Forecast"
|
||||
references the BBC's long running maritime program of weather
|
||||
forecasting information for ship travel. Up to this point, I have been
|
||||
working towards a set of weather rules that are dynamic enough to be
|
||||
interesting to track and log, and where the course of weather depends to
|
||||
some extent on previous information, rather than being solely the next
|
||||
random result from the same table. This sets the basis for the turn
|
||||
(currently each turn is a 3 day period) and the map (hexes are 100 miles
|
||||
across, which is a reasonable scale for ocean-scale distances and
|
||||
travel, and corresponds with an average day's travel rate for sea-going
|
||||
ships).
|
||||
.PP
|
||||
My formulating idea was that I wanted to have a trade-oriented (buying and selling spec cargoes as the ship travels from island to island) campaign for a ship in an archipelago, or a nautically-oriented setting where ships are the principal mode for travel and trade. There would be landfall adventures, intrigues and plots and dungeon crawls, at the various ports of call. But I also wanted a set of rules to regularize the time and travel going from one island to another.
|
||||
The original idea for the Shipping Forecast was to have some regular
|
||||
rules for an exploration game. Like the Ready Ref Sheets, the Shipping
|
||||
Forecast provides a set of tables and procedures to use for resolving
|
||||
the travels of a sailing ship. Weather events, shipboard incidents, and
|
||||
activities in port are the key elements the system should provide. The
|
||||
initial premise for the Shipping Forecast was to have a regular armature
|
||||
for this information that could be used in a campaign.
|
||||
.PP
|
||||
So the initial idea was that this would be used as a framework around which a campaign can be run, and the player characters in the game are the crew of the ship (presumably the officers). There might be some points where translation of character skill might come into play, but the sailing of the ship is largely its own thing.
|
||||
The intent with the weather system is not to build a meteorological
|
||||
model, but rather to have enough complexity to be interesting, to have a
|
||||
feeling of different systems interacting to create the weather effects,
|
||||
and to have a system where there is not a simulation of captaining a
|
||||
sailing ship, but where some sense of verisimilitude is created by
|
||||
maintaining a ship's log to track the weather and the events that occur
|
||||
with the ship. Sailing ships in history kept logs with hour-by-hour
|
||||
entries about the conditions and their speed and direction. This was
|
||||
vital for navigation, and for understanding where you were, where you
|
||||
were going (if it was a known destination), and how to get back.
|
||||
.PP
|
||||
But, the other thing that came to mind as I have been working on this, is that it could be very well suited to be a solo game. The idea of tracking the winds and weather, making for a captain’s log that records the progress of the ship from port to port, and a similar system for dealing with the markets in individual ports, and the commodities available for trade; all of this could make for a system that produces a set of data that is game content, worked out through tables and dice. But the story that is told around that could be larger and more fleshed out, as much as the player may like.
|
||||
Likewise, the trading system is not intended to be a functional model of
|
||||
a world economy, but presents a system where trade and commerce present
|
||||
opportunities and challenges that make the process interesting and help
|
||||
drive a story forward. Maintaining the ship's log can allow the
|
||||
information to be built up in the narrative over time. If Port X has
|
||||
paid a premium for commodity A when the ship has tried to sell it there
|
||||
in the past, then perhaps there is a regular demand for that commodity
|
||||
there, and that becomes part of the story of that ship's world.
|
||||
.PP
|
||||
This is a rough first draft at this; maybe it will get re-worked and eventually incorporated in some fashion, into an eventual release version of the game. If you’ve read this and have feedback or thoughts about it, let me know.
|
||||
(The game is unconcerned with tactical sailing; but if that's what you
|
||||
are looking for, there is a set of rules for that [Salt'n'Tar] in
|
||||
Grenzland #3)
|
||||
.PP
|
||||
So the intent was to have a framework around which a campaign can be
|
||||
run, and the player characters in the game are the crew of the ship
|
||||
(presumably the officers). There might be some points where translation
|
||||
of character skill might come into play, but the sailing of the ship is
|
||||
largely its own thing.
|
||||
.PP
|
||||
The ship itself is also a means to other adventures. The trope of the
|
||||
travel adventure is as old as Odysseus, at least. Encounters ashore can
|
||||
punctuate the journey, much like thousands of Traveller campaigns have done.
|
||||
.H2
|
||||
The Pilot's Logbook
|
||||
.PP
|
||||
My formulating idea was that I wanted to have a trade-oriented (buying
|
||||
and selling spec cargoes as the ship travels from island to island)
|
||||
campaign for a ship in an archipelago, or a nautically-oriented setting
|
||||
where ships are the principal mode for travel and trade. There would be
|
||||
landfall adventures, intrigues and plots and dungeon crawls, at the
|
||||
various ports of call. But I also wanted a set of rules to regularize
|
||||
the time and travel going from one island to another. Travel between
|
||||
ports should be meaningful, rather than featureless interstitial space
|
||||
between ports. Having things to do, and thinking about the operation of
|
||||
the ship as an ongoing process that requires constant attention, makes
|
||||
it more meaningful and an actual set of systems to be played, rather
|
||||
than just the time spent between destinations.
|
||||
.PP
|
||||
But, the other thing that came to mind as I have been working on this,
|
||||
is that it could be very well suited to be a solo game. The idea of
|
||||
tracking the winds and weather, making for a captain’s log that records
|
||||
the progress of the ship from port to port, and a similar system for
|
||||
dealing with the markets in individual ports, and the commodities
|
||||
available for trade; all of this could make for a system that produces a
|
||||
set of data that is game content, worked out through tables and dice.
|
||||
But the story that is told around that could be larger and more fleshed
|
||||
out, as much as the player may like.
|
||||
.PP
|
||||
Keeping the journal builds a narrative over time. The random
|
||||
information in the weather tracking, and the course of the ship lays out
|
||||
the prompts to build a story around. Events that have to be responded
|
||||
to make the travel something more engaging and interesting than just
|
||||
being a passenger. It also provides an activity that is reminiscent of
|
||||
the tracking done by sailors, but at a more manageable scale (one entry
|
||||
every 3 days, rather than an hourly log). The log also tracks the ship's
|
||||
accounts, and the cargoes bought at one location, and the markets and
|
||||
prices paid for those goods at another place. Even as a solo journaling
|
||||
game, the operation of a ship, tracked with a logbook to record weather,
|
||||
conditions, activities, and cargoes and accounts can be played. That
|
||||
ongoing sequence is a story that can be interesting on its own.
|
||||
.Au RThorm
|
||||
.PSPIC img/FreeAds_64x60.eps
|
||||
.PSPIC img/hh-werbung.eps
|
||||
|
||||
Reference in New Issue
Block a user