
I’ve blah-blahed here and on my YouTube channel for some time now that I’d like to get an ongoing, nautical-themed game going. It hasn’t happened yet. Like three plus years and it hasn’t happened. But, we all keep trying, like fools, eh? Anyway, as part of my ongoing prep for a still illusory game, I thought I’d grab this little nugget. When Sea is Calling is only around forty pages, but packed with useful stuff to help facilitate your high seas adventure.
The overall vibe of this is a little more real-world and later time period than a lot of your more traditional Fantasy RPGs. More “Pirates of the Caribbean” than Lord of the Rings. 17th Century as opposed to say, the Hollywood version of the 12th Century that’s the basis for many Fantasy settings. But most of it should still translate pretty well to whatever you might be doing.
There are tables for making your ship, for designing a flag, for factions, and for names. There are charts for making characterful pirates, for monsters, and for curses. There are even rules for ship combat, for fishing, and a whole section devoted to whales and whaling. And of course, there are islands and things to populate them with.
For such a short book, there is a lot crammed in here. I think it’s going to prove an invaluable tool for me going forward, assuming I’m ever able to assemble that game group, and we actually strike out on the high seas of adventure.
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