Campaigns based around travel and ships can be a great experience.
From pirates to epic quests against horrors from the depths of the
ocean, there are many ways to get good experiences out of such a
setup. However, given that I've been involved in 2 campaigns with
this setup, there was one major issue I noticed: locations for
battles were often the same. After all, you are on a ship. If you get
attacked you will be fighting on a ship. How can we make new and
interesting locations then? Well, that's what I hope to explore here
now. If you have your suggestions, I would love to hear them.
One Ship
One of the big issues that can occur is a stale combat environment.
If the players have only one ship for the entire length of the
campaign and the enemies always come to them, a lot of combat will
occur on the same deck plan. The solution seems incredibly simple and
obvious: don't always attack the players and have them attack others
too. Pirates don't only get attacked, they also attack. If your game
doesn't have your players as pirates, it may not be as easy. They'll
have an item and it will be the bad guys attacking them as they try
to escape on their ship. Having this occur a few times is fine.
However, I've been witness to situations where it happened again, and
again, and yet again.
Get Them Off the Ship
Don't want to have fight after fight on the same ship deck? Well, the
easy way around this issue is to make sure to give players
motivations and reasons to leave the ship. By doing so the scenery
for fights changes. The problem here is that it can result in the
ship emphasis being nothing more than window dressing or a method of
travel to the real adventure. This point is not exactly clear since
the special concerns that accompany ship use such as their ability to
reach places nothing else short of flying can, maintenance, enhanced
transportation capability and more make them have their own
advantages. Window dressing can also be very important.
Damage and Effects
There are many things that can happen to a ship to change it for a
combat encounter. Damage can leave debris that blocks off areas of
the deck, forces areas to be difficult terrain, open up holes that
allow creatures to fall to lower decks, and fire that prevents
passage as well as causes damage. Two ships can ram each other and be
bound into one. Some bigger ships can also have multiple decks,
resulting in new opportunities for fights. Ships can also be sinking,
or be shaken by rough seas.
Different Ships
Players don't always have to be stuck with one ship. They can trade
up as the campaign moves on to get better and better ships. This is a
bit of a double edged sword though. Players can get attached to one
ship or prefer to get attached to one ship. In this way it becomes
almost a character or important place for the campaign.
Emplacements and Ordnance
Cannons, ballistae, catapults (can throw alchemist's fire, acid,
necklaces of fireball, and many other things), flamethrowers and many
more options become open when on a ship. The size and strength of a
ship allows you to carry weapons that would be far too big otherwise.
Crates of alchemist's fire can burst into flames as a result of a
well placed fireball spell and threaten to sink a ship. There's a lot
to play with when you can lug literal tons of stuff.
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