so I've been working on a new campaign for my group, and I was thinking of adding a naval quest. like with warships and sea battles. Id really appreciate some ideas on how others might run such a quest or tips and suggestions
That would be handy for you. What other stuff are you after? What are they taking to the high seas for? Rumour is that one of this years campaigns is going to be set on/under the ocean.
my group wants to try out something new so myself and one other guy are both coming up with a couple new campaigns to try out, so I decided that i'd put my characters love of the sea to use
I started my campaign with an underwater mission and, to be honest, it's a right pain but it turned out to be a fun quest in the end. You'll need to give them some mechanic to help them breath under water if they don't already have something available. It's all too easy to forget that they need to come up for air, and that can bog down the pace of the game. Make sure you're acquainted with combat underwater as there are a few quirks to it that will make it more difficult even to seasoned adventurers. Another part to this is make copious use of the 3-dimensional movement allowed while under water. Having attacks that come from above, below and around will really make it feel right and create/allow for some interesting tactical maneuvering. I'd also offer that you spend a touch more time on describing what the players see, under water scenery is eerily beautiful and intimidating depending on location, try to convey that with the words you use to describe the scenes.
I've not played with naval combat yet so I can't really give any insights into that from a 5e perspective, but I can give you experience from other games. Firstly, the ships don't stop moving, even when they drop anchor, there is a drift and that should be kept in mind. Naval combat should be fierce, attacking masts, lobbing fire, and trying to disable the enemy's ship is as much a priority as taking out the crew. Navigation is also integral, if they don't have a navigator, or someone skilled in reading stars, such as a Ranger, then it can be very tricky trying to get from point a to point b. This could lead to some interesting adventures, but it could also lead to a very bad case of scurvy.
Just a few thoughts for ya, I hope they give you something to work with. Bon Voyage to you and your crew!
thanks for the input, I tried out the campaign last night with my group, didn't go super well, the whole constantly moving thing was a bit of a pain as no one remembered to move their pieces, going to have to rework how I run it I guess...the whole underwater thing sounds cool, I might bring that up the next time we meet
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
so I've been working on a new campaign for my group, and I was thinking of adding a naval quest. like with warships and sea battles. Id really appreciate some ideas on how others might run such a quest or tips and suggestions
thanks
WOTC recently did an Unearthed Arcana on Ships and Sea.
http://dnd.wizards.com/articles/unearthed-arcana/ships-and-sea
That would be handy for you. What other stuff are you after? What are they taking to the high seas for? Rumour is that one of this years campaigns is going to be set on/under the ocean.
my group wants to try out something new so myself and one other guy are both coming up with a couple new campaigns to try out, so I decided that i'd put my characters love of the sea to use
I started my campaign with an underwater mission and, to be honest, it's a right pain but it turned out to be a fun quest in the end. You'll need to give them some mechanic to help them breath under water if they don't already have something available. It's all too easy to forget that they need to come up for air, and that can bog down the pace of the game. Make sure you're acquainted with combat underwater as there are a few quirks to it that will make it more difficult even to seasoned adventurers. Another part to this is make copious use of the 3-dimensional movement allowed while under water. Having attacks that come from above, below and around will really make it feel right and create/allow for some interesting tactical maneuvering. I'd also offer that you spend a touch more time on describing what the players see, under water scenery is eerily beautiful and intimidating depending on location, try to convey that with the words you use to describe the scenes.
I've not played with naval combat yet so I can't really give any insights into that from a 5e perspective, but I can give you experience from other games. Firstly, the ships don't stop moving, even when they drop anchor, there is a drift and that should be kept in mind. Naval combat should be fierce, attacking masts, lobbing fire, and trying to disable the enemy's ship is as much a priority as taking out the crew. Navigation is also integral, if they don't have a navigator, or someone skilled in reading stars, such as a Ranger, then it can be very tricky trying to get from point a to point b. This could lead to some interesting adventures, but it could also lead to a very bad case of scurvy.
Just a few thoughts for ya, I hope they give you something to work with. Bon Voyage to you and your crew!
thanks for the input, I tried out the campaign last night with my group, didn't go super well, the whole constantly moving thing was a bit of a pain as no one remembered to move their pieces, going to have to rework how I run it I guess...the whole underwater thing sounds cool, I might bring that up the next time we meet