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6/11/2025, 11:15:05 PM
>>95849175
While it obviously depends on the specifics, most naval combat offers a few classic scenarios which can work well:
Being trapped below the waterline when the ship takes damage. A cramped space, full of wounded men and suddenly loose equipment / supplies / body parts, probably fairly dark, with cold water pouring in, and you need to either get out or plug the leak before you drown. Fire can basically do the same thing above the waterline.
Being on the receiving end of artillery. Seeing the crew smashed / blown apart. Getting deafened, knocked down, and/or injured, and then having to recover as quickly as possible to get back to your duty. Having to do the job of someone that just got killed even if you aren't trained for it.
Handling the psychological impact of the battle on NPCs. Have a vital officer (maybe even the captain) 'crack' under fire and need to be talked down / incapacitated / replaced.
In all of these, good use of the usual horror GM toolkit can help really set the scene. Keep the players uncertain about what is happening, show NPCs freaking out, use fright checks (sparingly), be descriptive with details like the coldness of the water, the smokiness of the air, the deafening noise, the lack of visibility, etc.
Also: research is always the answer to 'how do I make this scenario great'. Read historical accounts of naval battles (especially for the time period in question), along with novels, films, etc. set at sea. Familiarise yourself with the structure of the ship so that you can describe every compartment.
While it obviously depends on the specifics, most naval combat offers a few classic scenarios which can work well:
Being trapped below the waterline when the ship takes damage. A cramped space, full of wounded men and suddenly loose equipment / supplies / body parts, probably fairly dark, with cold water pouring in, and you need to either get out or plug the leak before you drown. Fire can basically do the same thing above the waterline.
Being on the receiving end of artillery. Seeing the crew smashed / blown apart. Getting deafened, knocked down, and/or injured, and then having to recover as quickly as possible to get back to your duty. Having to do the job of someone that just got killed even if you aren't trained for it.
Handling the psychological impact of the battle on NPCs. Have a vital officer (maybe even the captain) 'crack' under fire and need to be talked down / incapacitated / replaced.
In all of these, good use of the usual horror GM toolkit can help really set the scene. Keep the players uncertain about what is happening, show NPCs freaking out, use fright checks (sparingly), be descriptive with details like the coldness of the water, the smokiness of the air, the deafening noise, the lack of visibility, etc.
Also: research is always the answer to 'how do I make this scenario great'. Read historical accounts of naval battles (especially for the time period in question), along with novels, films, etc. set at sea. Familiarise yourself with the structure of the ship so that you can describe every compartment.
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