Naval Ships and Tech discussion (LONG)
Scott Adams
longshot at JAX.FIDONET.ORG
Tue Nov 25 08:46:54 CET 1997
-=> Quoting scott.cohanNaval Ships and Tech discussion (LONG)SA.GOV to longsho
t <=-
sc> The party is currently in the Elder Mountains near Caldo. They
sc> were looking for signs of Kotothi forces, since Caldo was attacked
sc> recently. They managed to sneak into an underground Daoine Sidhe
sc> stronghold, free the prisoners, and are making their way back to
sc> Caldo, under heavy pursuit. First they ran into some goblins and
sc> Daoine Sidhe, killed the goblins, ran off the DS; then they fled
sc> some more, and the DS, seeing how handily they handled the
sc> goblins, herded three Athach in their direction. (This is still
sc> in the beginning of the game, so I'm slowly making combat more
sc> interesting and dangerous, so they'll get used to the system.)
Never visited Caldo. I like Port Doman and the Jungle area for
Kotothi adventures. With the mentality of port doman and such
its a fun place (G) Goblins are pretty simple to kill ..yep. :)
That's the way I generally do. Force a simple road bandit
combat or something then get them something complex. Like
for the players in South Marentia they did just that through
a random encounter. Then an alal encounter which I'm going
to merge INTO the adventure even though honestly it was a random one.
sc> Kind of depends on the characters. But 7 to 1 sounds about right.
Yep. The new player did a earthquake which made the alal fall
in (but not his steed). He would have been alive but one of
the players hit (very lucky shot) with an arrow (NAV 6! shesh)
and did 2 points which totaled to a lucky kill with the fall.
sc> characters. I have a good character from a previous game that I
sc> think I could write up (although I'd collaborate with the player).
sc> Would people like to see this?
sc> sa>That would be interesting to see sample characters..you could
sc> give them sa>here if you want.
sc> Well, but it's even more separated than in the 'real' world. Full
sc> Plate Armor is a fairly late development. Brigandine armor doesn't
sc> arrive until after 1350, and Full Plate doesn't become common (as
sc> common as this armor ever becomes) until about 1440, and reaches it's
sc> pinnacle (with fluting, gracile lines, and giant armored pointed
sc> shoes) about 1480. Unfortunately, gunpowder was invented in 1260.
sc> Admittedly, it wasn't really used for much until the early 14th cen.
sc> In 1326, Florence purchased guns and cannon. Also, in 1411, Duke
sc> John the Good of Burgundy had 4 thousand hand guns in his Ducal
sc> Armory.
I will not let gunpowder into the game likely. Its just easy to
say the 'powder' can't be found :). As to armor I tend to let
it go up to plate but most still use the standard leather/chain.
sc> Also, while it is true that there was tech differences between
sc> cultures, certain areas should be the same. In the Sea of Tears, for
sc> example, everyone should have _roughly_ the same tech, due to trading
sc> back and forth. From the Culture book, we know some places have
sc> better metallurgical skill than others. We know that Rogizini
sc> weapons are poorly constructed, we know that Katai's weaponsmithing
sc> skills are poor, and we know that one tribe of barbarians (The
sc> Kameran) have superb weapons, although this is probably due to a good
sc> deposit of iron nearby (with perhaps a touch of phosphorous to
sc> improve the temper), rather than steel-making skill (as has been
sc> suggested). I think it's safe to assume that every civilized nation
sc> in the Perilous Lands is safely in the Iron Age.
Well I still see some cultures who might be in the Bronze age
with their weapons and armor. I could probably find a culture
for it. The thing with trade is you have to figure in cultural
differences. Most may ignore rogizni or climan traders for
fear or hatred while trade with other nations might go well.
So some areas trade through middlemen or indirect.
sc> But here's the problem I was having with the sea tech. We've
sc> already established that the Armor and Weapon tech is roughly 1450 or
sc> so, with a curious lack of gunpowder. However, the trireme was first
sc> built about 700 BC, and lateen sails have been in use since the 2nd
sc> century AD, although only on small craft until about AD 500.
sc> Three-masted ships came into use around the 3rd century BC. Rudders
sc> come into play around 1200 or so, and became universal by 1400. By
sc> 1450, we have three-masted ships with square-rigging, then quickly
sc> came superimposing sails.
I tend to allow the full blown cannon ships of what most know
to be the 'pirate' period. But without cannons obviously.
Replace cannons with catapult and greek fire weapons or the
basic arrow/bolt/harpoon weapons. So the full masts and sails
would be there just not the other tech for my universe. But
you are correct its a confusing technology error that should
be worked on. Most games however have the same problem. The
makers tend to do this so the 'good' armor is out there and
such for those who need it. I've not seen any system (FRPG) that
doesn't have plate for example.
sc> So we have weapon and armor tech about AD 1450 and sea tech still
sc> mired in the Classical Age. (Of course, it's not as bad as say,
sc> Hercules and Xena, what with steel weapons in the Bronze Age, The
sc> presence of the Tomato, and Homer telling the story of Spartacus)
sc> Also, we have Dechat, supposedly a great pirate base, described as
sc> using penteconters, which were rendered obsolete by the trireme back
sc> in 500 BC)
That's TV for you. TV isn't known for their accuracy :)
sc> Here's some trireme info, derived from the trials of the Olympias (a
sc> modern reconstruction of a 400 BC trireme) Top Speed 8 knots,
sc> Cruising Speed 4 knots, able to execute a 180 in an arc no wider than
sc> two and a half ship lengths. They admit that their training was
sc> limited and that their oars were too heavy, so actual game speeds
sc> should be slightly higher, but this gives you a rough idea. I'd
sc> guess 6 knots Cruising and maybe 12 for Top Speed.2 Crew for a
What would you figure for a MR for those knot conversions or
just use that as the MR? (what I've done in the past).
sc> trireme: 170 rowers (31 to a side in the uppermost position, 27 each
sc> in the other two) 5 officers: Captain (political appointee)
sc> Helmsman (who stopped steering around the fifth cen.
sc> BC) Timebeater (Once did exactly this, now cheif rowing
sc> officer) pentekontarchos (paymaster, purchasing &
sc> recruiting officer) Bow Officer (foredeck lookout)
sc> Also some others:
sc> Flautist
sc> Deckhands to manage the sails
sc> Ship's carpenter
sc> Quartermaster (did actually steering)
sc> And sometimes, a ship's doctor
That's what I generally had as well. With minor changes depending
on the ship function. The timebeater (who kept the rowers in
synch) also sometimes had a trumpet with one or two others which
when they rammed would try to drown out the captain's orders of
the OTHER ship.
sc> And roughly 12-16 marines, "14 or so"
Just about right.
sc> making the total complement around 200.
Those numbers always amuse me with ancient ships like that :)
sc> Trireme's dimensions:
sc> Length: 120'9"
sc> Beam : 17'9"
sc> On the waterline, it measured 105'8" by 12'
That info will help! How many decks/compartments say
for a standard pirate ship would you say?
sc> Although the triremes were basically the same, there was some
sc> variation. The Athenian navy favored ramming atttacks. Since this
sc> required speed and maneuverability, they favored light hull with a
sc> minimum of marines, 10 spearmen and three or four archers. The
sc> Corinthians, however, emphasised grappling and boarding, and
sc> therefore built heavier vessels carrying more marines.
sc> Also, there were two other types of trireme, the
Eqytians also liked to ram because they had alot of cannon fodder
ships sometimes. Phonenicans (the kings of the sea) just had
quick ships (G)
sc> two levels of seats were removed and convered into stalls for thirty
sc> horses.
What would you guess in gear (cargo) would a ship hold/carry
say in weight?
sc> Evidently, even with the simple diet of the Ancient Greeks (grain for
sc> porridge or bread, some legumes and a handful of figs or olives), a
sc> trireme could only carry supplies to feed the crew for a day or two,
sc> perhaps three at most. So how do triremes get from Affea to Clima
sc> (560 miles) without stopping anywhere? (Since everyone hates them, I
sc> can't believe that they fight their way back and forth) Even with
sc> Friendly Current and summoning wind to fill the sails, I can't see a
sc> trireme making over 180 miles/day. Ok, lets take the 4 knots figure
sc> above for cruising speed, increase it to 6 for experienced crews,
Generally 60 miles could be reasonable but 100 nahh...
Well they could use Water from stone and the like for food
and the other water powers. But that is interesting figures
on food limits..hmmmm
sc> sort of portable hole, or cornucopias, so they can pack more supplies
sc> in, or they have better ships then triremes. Now, if we consider
sc> magicians to be as common as carpenters, then every ship could have
sc> their own mage, who might be able to conjure up enough food for
Well Climan-sea-mages are known to be one at least one per ship
according to something I read. Forgot if it was in the culture
book or not or from other cultures other than clima.
sc> everyone as the tip continues. Of course, then we'd need a new spell
sc> which almost everyone would have. And also, mages would not be
sc> accorded any more respect than craftsmen if they were this common.
sc> I'm not even going to consider the Lemasans and their trips to the
sc> Eastern Lands.
So then your probably assuming they have ships of the size
like I'm assuming (1600s or so) period.
sc> Or perhaps the Climans have developed a way to greatly increase the
sc> payload and distance of the Travel Power: Teleportation. Perhaps
sc> they have permanent sea gates so they can instantly travel from Clima
sc> to Fort Kira and back in only a single day. Personally, I'd prefer
sc> to think that the ship tech is a little better than that stated.
hehe...interesting but that would give them so much of an advantage
they'd conquer more than what they have. So its safe to say
they don't have gates.
sc> The information that I found was from two books:
sc> Ships and Seafaring in ancient times, by Lionel Casson sc> &
sc> Arms & Armor of the Medieval Knight, by David Edge and John Miles
Cool! Maybe I'll find them.
I found a dragon magzine article (in text file format) that
came to me through one network. It has some sea info and
ship info that I like including crew, dimensions, etc.
So I might just merge all the info into one concept for the game.
sc> Scott Cohan
Scott Adams (scott is such a nice name)
... Would you prefer to be concious or unconcious during the mating?-G'kar
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