.H1 Notes on a ShipCrawl Game .ce 10 .ps 10 .vs 11 .sp .ce 0 .I .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. .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. .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) .H2 Merchant Ship as a Small Domain .PP 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 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 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 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 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 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 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 (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