Showing posts with label call of the sea. Show all posts
Showing posts with label call of the sea. Show all posts

Friday, September 2, 2011

Ox-Punk

From the late Roman (4th-5th cent.) military work  De Rebus Bellicis regarding an experimental idea for a new warship:
“In its hull, or hollow interior, oxen, yoked in pairs to capstans, turns wheels attached to the sides of the ship; paddles, projecting above the circumference or curved surface of the wheels, beating the water with their strokes like oar-blades as the wheels revolve, work with an amazing and ingenious effect, their action producing rapid motion. This warship, moreover, because of its own bulk and because of the machinery working inside it, joins battle with such pounding force that it easily wrecks and destroys all enemy warships coming at close quarters.”

And thus a new sub-genre, Ox-Punk, is born.  A right-brained tangential thought from Porky's developing seaborne adventure series

Wednesday, July 27, 2011

Expanded Ship List for Classic D&D


A more complete list--more, more, more ships--with an explanation of ship types, characteristics, military functions, usefulness in exploration, and related maritime rules will appear in Hill Cantons: Borderlands. In the meantime, here's a freebie for your home campaign.

Note also that is a draft version drawn from multiple—and often conflicting—sources. Actual mileage may vary.



Cost

Tonnage
Cargo
Length
HP
Speed
Crew
Small Galley*
5
60
40
120
15
6
90
Dromon*
25
350
100
175
36
4
170
Gallegas*
35
500
300
200
40
4
300
Longship*
30
400
90
125
30
6
70
Knarr*
5.5
60
50
70
15
5
15
River Barge*
2
50
90
60
12
3
20
Boat*
.5
10
1
30
6
2
4
Cog
5
150
125
100
20
4
20
Great Cog
10
300
250
120
30
4
40
Dhow
6
100
80
90
18
5
15
Boum
8.5
200
180
120
22
4
30
Caravel
13
100
90
120
25
4
30
Carrack/Nau
18
650
550
125
34
4
80
Melnibonean Battle Barge*
400
3500
200
500
350
3
2,000
* Vessel capable of being rowed.

Cost = Median price in thousands of gold pieces of an average tonnage ship of this class.

Tonnage = Average size of a ship of this class. Vessels can range up to 30% smaller or larger. Each ton smaller reduces the cost by 25 gp, each ton larger increases it by 25 gp. Cargo space and hull points are reduced or increased proportionately by percentage.

Cargo = Dedicated cargo room weighed by thousands of pounds.

Length = Average length in feet of the ship from stern to bowspirit.

HP = Hull Points, the ability of the vessel to hold up to damage before sinking. Up to two hull points can be added (superior, seasoned lumber and other fittings) at a cost of 1,000 gp per hp.

Speed = Average hourly sailing or rowing speed under normal conditions.

Crew = Minimum number of crew. All vessels over 50 tons must have a captain. All seafaring vessels must have a navigator.  

Monday, July 18, 2011

Avast Ye, We Have Winners


The coal black sea waits for me, me, me
The coal black sea waits forever
The waves hit the shore
Crying more, more, more
But the coal black sea waits forever
--Lou Reed, Ashes to Ashes

It's not uncommon to hear a polite lie attached to most contests: “it was so very hard to judge, because each of the contestants were so good...blah, blah, blah.”

In the case of the recent nautical challenge, it just happens to be true.

There weren't a huge amount of entries, but quality trumped quantity and I would be proud to use all of them in my own home campaign. In fact, they were so good that I found myself pondering--not for the first time--a whole other tangential, but provocative question: can “crowdsourcing” overtake professional game designers in range, quality, and depth of imagination in this decade?

But that is a post for later, let's have my lovely assistant bring out the envelopes in the meanwhile.

A drum roll please...


Best Weird Ship:
Trey with Moon’s Rake
“Of course, the Selenites are long dead and the lunar oceans they once sailed are dust, but ghosts of these mariners sail forth on the moonlight, down to the seas of Earth. The ghost seamen and their vessel appear only as shadows to the naked eye, but in the moonlight reflected on the water they appear as they were in life--delicate-limbed, large-eyed beings (at once reminiscent of elves and insects) in the Moon’s Rake--a vessel like a sleek catamaran as big as a sloop-of-war with eccentricities of design as fanciful as any royal pleasure barge. Sometimes they come to trade, exchanging strange tear-shaped emeralds (which fade to naught with the coming dawn) for trinkets that strike their fancy. Other times they engage in piracy. Their silvery cutlasses draw no blood but cause pain and opium-nightmares.”


Best Setting: Porky, The former Scree.
“Dread Scree, Grizzlipool, the Bearstrand - all are names for what was once a small Scraper outpost on the west-facing slopes of Stopover, a large mountainous landmass lying deep in temperate waters. The slopes are well watered and an evergreen forest runs down through mists from the high tops, undulating over rocky foothills to the water's edge, dark and silent. The streams were once alive with fish, but now trickle silted and stagnant, while the shrouded glades fester, devoid of birdsong and calls.

The town itself is located on overgrown rock debris in the shelter of a former glacial valley, overlooking a natural harbour sheltered by cliffs. Its ancient drystone dwellings stand alongside timber lodges of varying age and design, the rot and creepers suggesting generations of occupation, perhaps by more peoples than just the Scrapers; for the Scrapers follow the flocks and their guano and seem not to stay long in any one place. The square, boardwalks and quays are empty, tumbledown in appearance.

The visitors who put ashore here are most often those desperate for shelter or water, or men and creatures with something to hide - or those who have never heard the stories; they are perhaps drawn by the odd-hued smoke rising from the boulders at the feet of the northern cliffs. Many believe they will find a small trading post, market for wares and a warm bed. Others understand what the smoke represents and seek this knowingly...”

[More here]

Best Critter:
Jeremy Duncan, Spawn of Yash-Kunag the Many-Toothed
“Every year, the port town of Galbaruc holds the Feast of the Great Culling, and the town's population swells to over four times its normal size. Innkeepers, hoteliers, and any citizen with so much as a spare broom closet raise their rates to an astonishing degree, but seasoned travelers have learned by now not to haggle, grateful for even the most modest accommodation for the 12 days of the Feast. Galbaruc looks out on the Bay of Maidens, and it is in these waters that Yash-Kunag the Many-Toothed makes her annual trek to birth her young. This enormous, immeasurably ancient sea-creature, whose massive form has never been reliably set down, is worshiped as a goddess by the inhabitants of much of the surrounding coasts.

She is seen as the living embodiment of the sea, in all its bounty, danger, and pitilessness. Local artisans most commonly depict her as a humanoid female, with generously- proportioned hips, pendulous breasts over which hang garlands of seaweed and coral, with a skirt made from the lashed-together bodies of dead men, and topped with a monstrous shark's head.

In all, she will birth many thousands of young over the next ten days, though a tiny fraction of that number survive to adulthood. The larger, faster, and stronger spawn will devour their brothers and sisters in a frenzy of hunger. Others will be picked off, in turn, by other sea creatures, which are always at hand in the waters surrounding the bay to pounce on any godling foolish enough to stray out into the greater depths...] 

[More here]

Truly great stuff. All copyrights are, of course, held by the entrant.

All contestants should drop me a line at kutalik at gmail dot com to talk prizes (a choice of books).  

Friday, July 15, 2011

Outriggers



I am a weak man.


I could be spending this hour trying desperately to counter centuries of a land-locked genetic heritage by bolstering my paltry knowledge of how one tacks with the wind in a catarman--and instead I am inside scratching my head at the unfamiliar layout of a Mexican keyboard. Ah well...this afternoon I will be learning the hard way.


Thanks to all who left entries for the two contests. The nautical one seems to be drumming up some wonderful entries to date. A few interesting related posts have appeared on other people´s blogs make sure to check them out here and here.


On deadlines, the dropdead deadline for the nautical contest is tomorrow at 21:00 Central U.S. time (the same down here in Mexico). Message to the collective braintrust out there: send more ideas!

Wednesday, July 13, 2011

A Contest Begun, A Contest Extended


You can blame Porky for this.

His comment on my second round of nautical queries (yes, we like it naughty here, Kent)  earlier appealed to my democratic side (read “lazy”): “Re: ship design I'd suggest floating mortars, gondolas mounted on the backs of sea monsters, rotting hulks and paddle wheels, and maybe balloons or caravans of the air on flying creatures. You know, another way to go with this would be setting us a challenge as with the game naming. We can fill up the comments with all kinds of ideas and you can sift out the good stuff.”

Fair enough, my porcine friend.

Here's this week contest:
  1. Name and describe one fantastic nautical vessel. The weirder and more wonderful the better.
  2. Name and describe an exotic port of call or locale.
  3. Name and describe a maritime culture/or race.
You can enter in any or all of the categories. Winners to be announced this coming weekend—provided my deserted island refuge is rigged out with a source to the ether. Bonus points for statting out an entry for classic D&D editions.

Prizes to be announced then, but most likely your choice of an appropriate nautically-themed book from my ever-expanding collection.

But wait you say, what about that Domain Game naming contest?

By executive fiat, I have decided to postpone the results until Wednesday July 20th. If you want to get your own entry—and make your mark on the project—mosey over to this post and make an entry.  

More Thoughts and Queries on Nautical Campaigns


Heading back today to a place dominated by the caress of the sea has me thinking again about future campaign plans for shipboard action. The closer it gets to boarding that plane, the more my daydreams seem to be taking over.

(And yes, HC players, you may be facing a related choice in the hunt for a certain seven-parted artifact crafted by the Wind Dukes of Aaqa.)

The last round of suggestions from you readers was extremely helpful in drumming up some good sources. Sifting through the pieces I want to introduce helped me figure out the themes I wanted—and didn't want—included in the campaign extension.

Any further help on pinpointing gaming and historical sources that relate to my wish list are appreciated in advance again.

What's Out:
Age of Sail Anachronism. I know some of you are going to throw back how much that D&D is a gobbly-gook mess of technologies and cultures. It's undeniably true to an extent, but I would still contend there is a very large heaping portion of implied setting that is roughly Northern Europe from about 1300-1490 (Late Middle Ages to Early Renaissance which has enough rapid change in there to be a mess).
Thus an anachronism I find deeply unsatisfying is the near-constant use in D&D-oriented products of ships from fairly late in the Age of Sail (late 16th-19th century).

Ship plans and illustrations in adventures or settings invariably featured galleons, barques, even 18th century sloops and frigates and rare to never cogs, knarrs, dromons, caravels, and carracks. (Which is strange because many of the actual rules, the first ed. DMG in particular, do get it mostly right).

I want ships that are as cumbersome, crude, and fragile as at least those of the implied era of D&D. I want the danger of straying too far from the comfort environs of a coastline or familiar sea lane to be real and present dangers.

Accurate Charts. Nautical charts have a long history in the real world, and were frequently much more accurate than their mostly symbolic land map counterparts. Still there were large scale inaccuracies and fantastic embellishments in the real world maps, ever a lover of fog of war and incomplete knowledge I want the same for the campaign.

Perfect Navigation. We have rules to model getting lost on land, but sea-based travel outside of certain dangers is boringly reliable (pardon my unintentional pun). Sure we have scads of rules for random storms, encounters, ship-to-ship combat, and wind strength even, but nothing for a simple notion like being blown off-course or having to tack away far from an intended vector to catch wind.

Which is odd if you come to think of it because those curve-balls are such a heavy staple of sea-based adventure tales from the Odyssey to today. The mysterious island found after weathering a squall; the pulling into an exotic port on a distant shore; etc.: all those tropes are crying out for a sub-system, besides deus ex machina, that makes it happen.


What's In:
Ships of the Weird. Glaring anachronism is out, but so is a direct mapping to the Late Middle Ages. I definitely want a higher degree of verisimilitude (dare I utter that nasty word, simulation?) with the game mechanics, but I want some healthy doses of the strange and fantastical.

In particular I want to have room for a bizarre array of vessels floating my seas alongside the more familiar medieval-era ships: great golden domed, onion-turreted barges; mammoth nine-masted treasure junks; xebecs manned by djinns and the like..



Each Mile Sailed Brings You Farther From the Known. I want each place they let the anchor down to be something very different from what they encounter back home on land—and I want that something to gets stranger the further they stray from known shores. Each port to have a distinct flavor, each land to contain more of the inexplicable.

I also want an array of less-typical locales: underwater domes, floating islands, and all the rest of the works.

There's more but I'm running out of time in today's daydreams. Maybe more come Mexico way...

Friday, July 1, 2011

Sources for Nautical Campaigns?

It's hard to resist the call of the sea.

Even my land-locked genetic coding has a tough time not having my imagination get swept away with the creak of wooden hulls, the sights and smells of exotic island markets, the roar of whitecaps—and creatures more fearsome—especially when spending my lazy vacation days being pounded by saltwater.

It doesn't help that my hammock reading is being taken up by alternating between the exploits of Dave Arneson's infamous alter-ego Captain Harchar (courtesy of Barker's Death of Kings) and those of the more terrestrial, but equally impressive, Zheng He.

So folks I was wondering if I could harness the collective brain trust out there and ask for some good solid source material--partial to books, but whispers in the ether and musty old scrolls will do too. 

In particular, I am looking for I am two basic varieties of works: 1. ones that lend themselves to healthy verisimilitude around pre-Renaissance ships, maritime cultures, sea-based trading, etc; and 2. sources that encompass the weird and wonderful: myths, monsters, locales, and the like.

What should I be reading and why?