05-21-2019, 03:59 AM | #1 |
Join Date: Jan 2019
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Some questions about ships
Hello, I have some questions about low-tech ships in GURPS 4e. Sorry if my English is bad.
The question is connected with all vehicles, but currently I'm interested in TL3-4 Ships with Shiphandling skill. For examples I'll take warships from Low-Tech Companion 2. So, there is an Occ. column, in which stated how much people can be placed in the ship, and (after "+") how much crew is needed. Sometimes there is just ine number. So, the first mini-question is am I right thinking that one number means that all passengers have to be crewmates? If it so, where it is stated? The second, more important question is how much of the crew should really have the crewman skill (assuming the other are just helping in some way)? How much of them, besides the captain, should have the Shiphandling skill? And so on - how to estimate the crew? The third and the most important question - what will happen if I don't obey the crew requirements? The caravel needs 24 crewmates, and what will happen if I'll try to sail with just seven people, only half of which is skilled? Or what if I have like 23? I think I really can try it, but what will happen? Some sort of skill penalty? How much than? And one more situation - I started sailing with 24 crewmates, and during the trip one of them dies. What happens than? And the last, not so important, but interestng question, less related to other. How can I see how my ship looks? How much rooms does it has, where is the citchen and so on. As a person, who don't really knows much about ships, I'd like to be able to play a character who is really into them, so I should know as much as I can about my ship. I know that there is some kind of this thing with speceships in GURPS Spaceships, but I didn't read it. Are there some similar ship-building rules for ordinary ships? It will really help during bording fight. Hoping to receive some help! Thank you! |
05-21-2019, 04:21 AM | #2 |
Join Date: Jul 2006
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Re: Some questions about ships
I'll leave the rules questions to more systematic minds but, for an example of a late C18-C19 warship try this:
https://www.ctbasses.com/misc/BruceT.../surprise.html In fact, you could probably do worse than make your way around the entire Aubrey-Maturin cycle (starting at Master and Commander) … there are other age of sail cycles, but Patrick O'Brian's work benefits from the presence of the entirely un-maritime Dr. Maturin to whom many nautical terms and processes can be handily explained without the exposition jarring. This will work best for fairly late period seagoing, but could probably help with understanding the problems of any seagoing under sail. |
05-21-2019, 04:56 AM | #3 |
Join Date: Aug 2004
Location: Buffalo, New York
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Re: Some questions about ships
Are you looking for real world data on ship crew sizes or just GURPS rules?
If you want real world data: https://threedecks.org/index.php?display_type=home This will also give you the real world armaments for many of the ships. Sadly, the earlier you go in the age of sail, the harder it gets to find reliable data on what the ships carried as their armaments - or even of their crew sizes. |
05-21-2019, 05:23 AM | #4 | ||||
Join Date: Oct 2010
Location: FL
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Re: Some questions about ships
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If a crewmate dies, and you were already operating with the minimum recommended crew, a) you either lack foresight or were not expecting to be away from port for very long, b) I don't know of any rules (maybe there are some in a Pyramid?) but my first inclination is to assess penalties as if the crewman were living but had no skill, and then an additional -1 for lack of his body (again, I'd use percentages: per 10% reduction from recommended crew, rounded up, assess an additional -1). So, let's say you are the captain of a crew-24 vessel. You are an adventurer with Seamanship-16. Your crew is composed of 20 trained crewmembers with Shiphandling-12, and 4 rookies operating from default. Initially, you are rolling against 12 to keep things going smoothly. Then, one of them dies. If it is a trained member, you will now roll against 10. If it is one of your rookies, you'll roll against 11. If you use my percentage tweak (which, I will warn you, I thought of while writing this, so it hasn't seen a playtest, let alone forum pushback), then those values are an initial roll against -2 (14), hopping to -3 (13) or -4 (12) depending on whether the deceased was trained or not. Quote:
Were it me, I'd likely either rule it "as plot demands" or hand it off to the player, telling them exterior dimensions, weight limitations, and capabilities, then let them run with it--then I'd review it before finalization to ensure it matched what they could get.
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Formerly known as fighting_gumby. |
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05-21-2019, 05:41 AM | #5 | |
Join Date: Jan 2019
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Re: Some questions about ships
Thank you for your answers!
Sorry for being unclear - I am interested mostly in GURPS ruling than in real things, but it'll help too. Quote:
And here new question is born. What "uncomfortable" means? Some more penalties? And how much people I can fit in, if I want as much as I can? As I understand, there no rules for all this cases, and houserules is all what we can do with it? |
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05-21-2019, 06:34 AM | #6 | ||
Join Date: Sep 2007
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Re: Some questions about ships
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05-21-2019, 07:09 AM | #7 |
Join Date: Jul 2006
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Re: Some questions about ships
As to the actual effects of being shorthanded, IIRC the most labour intensive jobs in the age of sail included shifting masts and raising the anchor. So you won't be doing either of those.
Next would be tacking or wearing, and then any other work on the sails. So with a reduced crew you are probably limited to going downwind and cannot respond to changes in wind-force effectively - if the wind drops, you will be becalmed, in a storm you are likely to be overborne. Note that trying to work the sails with untrained hands, especially when already undermanned and/or in a hurry is likely to result in further casualties - failed skill rolls are liable to result in men taking a fatal dive. Historically, some ships did operate extremely shorthanded - usually due to epidemic disease amongst the crew. Civilian ships were also notoriously undermanned in most cases due to penny-pinching - warships, by contrast, were generally manned to work the guns, leaving a huge crew compared to what would be required to operate it. |
05-21-2019, 07:26 AM | #8 | |
Join Date: Oct 2010
Location: FL
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Re: Some questions about ships
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The Caravel has Load 65 Occ 24. The occupants take up 200*24=4800lbs, let's toss 1 cabin boy in to bring it to 5Klbs of the 2k*65=130K lbs of load, leaving a good 125.2K lbs (62.5 tons) left for food, arms, ammo, and cabin boys. Load it with food for a month (18 tons/4=4.5tons using the suggestion for feeding soldiers transport aboard ship) leaves 48tons. Load with cannon and shot to taste, and see what is left. I'm guessing you'll still have a decent amount of space whatever treasure you're hoping to bring home, and might even be able to take on some more rookies.
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Formerly known as fighting_gumby. |
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05-21-2019, 10:02 AM | #9 | |
Join Date: Jul 2006
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Re: Some questions about ships
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