AD&D 1st edition 040 - Sea Adventures

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  • Опубліковано 25 лис 2024

КОМЕНТАРІ • 9

  • @CharacterNPC
    @CharacterNPC 4 місяці тому +4

    I also found some great 1st edition, AD&D Underwater Encounters content in Dragon Magazine #68 (p. 36-40). This will really flesh out the encounters similar to the random dungeon and outdoor tables do in the DMG. Very cool to rediscover this.

  • @CharacterNPC
    @CharacterNPC 4 місяці тому +3

    Great stuff! Thanks for the detail. I've never been in a game that used travel by water, at least not that I can remember. Of course the group of friends I grew up with / played with never used a LOT of the rules in 1st edition AD&D. That's one of the biggest reasons I wanted to get back to it, play as close to rules as written as possible, and try new things.
    There are a lot of major rivers and a bit of coastline on the Judges Guild campaign map I'm using for my solo game. I think I'll try using this for some waterborne adventuring and escorting trade. I think it would make a lot of sense and add a lot of flavor to my game.
    This also gives a whole new vision for using spells and weather in a game. Imagine a druid on deck that can control weather, or how seaborne summons might have an impact. Water elementals, Water Weirds, etc. Complex but could really inject some exciting play for the imaginative players. I can imagine a poor party of adventurers, paying for passage and just being caught up in encounters they never expected. Almost as if they had become the NPC's stuck among the players doing what they do on ship or even barges, ferries, or just standing at the slip.
    Thanks again for the great content and rules information!!! Cheers.

    • @TheEldarGuy
      @TheEldarGuy  4 місяці тому +2

      @CharacterNPC Druids can make a huge difference to a ship based adventure.
      Not all Druids are forestry types, like Rangers, they can be attached to any sort of terrain type. Sinbad (the sailor, not the actor) has been defined as a Ranger.
      There are great opportunities for river pirates that hardly ever get used.
      It's a problem, I think, that stems from a lack of source material. We (those of us on the darkside of 50), were raised on Treasure Island, Errol Flynn, swashbuckling high seas, and all that. It sparked our imaginations.
      Thanks for watching, I hope you check out some of the others too. I appreciate your time to comment.

  • @TheEldarGuy
    @TheEldarGuy  4 місяці тому +3

    Just in case folks need it:
    For the soft copy of the Flipping and Turning magazine:
    smolderingdung.itch.io/
    To purchase a print on demand copy and have one posted out:
    www.smolderingdunggames.com/

  • @CaptCook999
    @CaptCook999 2 місяці тому

    I've only ever played in one waterborne campaign. We had to create characters that were also crew. So during character generation for "secondary skill" we got a bit creative as to skills for sailors.
    Now as for movement, our DM would have the captain roll to see if the crew could increase speed or turning for that turn. I'm thinking that he made a chart for that. Figuring out movement was critical when you were near reefs and sandbars and only the DM knew exactly where those were. If you had a spotter in the crows nest, they could warn the captain.

  • @RaigPrime
    @RaigPrime 4 місяці тому +2

    David Thomson? That guy's cool. I watch his YT vids whenever they drop.

    • @TheEldarGuy
      @TheEldarGuy  4 місяці тому +1

      @RaigPrime I appreciate it.
      I've never hidden that my motive is to promote the variant of my favourite game and keep it alive, which means keeping relevant.
      Thanks.

    • @RaigPrime
      @RaigPrime 4 місяці тому +2

      @@TheEldarGuy You're a rockstar to me and I've learned a ton from your vids.

    • @TheEldarGuy
      @TheEldarGuy  4 місяці тому +1

      @@RaigPrime Thank you for your words of encouragement.
      If there's anything you would like me to investigate, let me know.