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#11 |
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Join Date: Aug 2018
Location: Carrollton, Newnan area of Ga
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Warning: author is sleepy and scatterbrained when sleepy and having trouble with grammer when sleepy.
There was an old western series in 1960 called riverboat starting darren mcgavin as the captain of the riverboat enterprise. They had regular ports of call and occational charter trips. It gave me all kinds of ideas for running a fantasy campaign using boats on rivers. It also limited players going to far off into left field because they wouldn't want to loose the ship. Also keep in mind that most non-warships had trade routes and home ports. Another thought is travel time. Even traveling between england and america took forever without modern engines. |
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#12 |
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Join Date: Jun 2012
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There is also Ships and Swords Naval Melee - TSG #24, Glenn L. Williams. "Official" TFT article approved by Steve Jackson. Rules, Gaming notes & scenarios. #24 pg 11-14
that you might want to look at as well. |
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#13 |
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Join Date: Jun 2023
Location: Pittsburgh, PA
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Sorry if this is a stupid question, but what does "TSG" stand for?
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#14 |
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Join Date: Oct 2015
Location: New England
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#15 |
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Join Date: Mar 2022
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Another resource I've investigated that seems very compatible with what has been developed for TFT is a game called Sea Law. I'll include the link to it @ DrivethruRPG. It follows the same concepts as TFT and many components could be portable over to TFT like weather, ship schematics, creatures, combat sequence, etc. I'm not ready to incorporate it just yet but we are very close as our campaign is looking for a map in an ancient undead forest that leads to a King Kong "Skull Island" island guarded by kraken, giant whirlpools, ghost ships, etc. So we'll be setting sail later this year and we'll use the TFT along with Sea Law elements.
https://www.drivethrurpg.com/product/96430/Sea-Law |
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