I've been thinking, lately, or ways to engage players with weather in my campaign.
Specifically, bad weather. Catastrophic weather! This is partly a result of my being obsessed with making real-world, mundane events and phenomena important to the characters and players. In our own world, when there is a serious storm, it can be scary. Terrifying, even. Without any supernatural or magical agents taking part at all. Yet it hardly ever impacts a game.
I also enjoy naval adventures. I love the sea and the shore and I enjoy incorporating them into my adventures or campaigns. A big part of sea travel in the age of sail is the unpredictability of weather and the catastrophic effect it can have on fragile, wooden vessels. Having personally experienced a number of storms on the Irish Sea (while at sea), I can tell you, they are some of the most terrifying experiences of my life. I should think only warfare, comes close.
So I wanted to come up with a way to make a storm at sea both scary, with real jeopardy for the players, and engaging and interactive, where there are things the player can do. And I figured... a battle...
To do this, I considered the following sections of the Tales of Argosa rules: Ships (p208), Mass battle (p162) and Elementals (p181), specifically Water and Air Elementals, but more on that later. In addition, I considered the roles players might take onboard the vessel, what storm damage might look like and, of course, how to win.
Why is it a battle?
Well, it's not. Not really and literally. You can't kill a storm and it doesn't have Hit Dice and you can't charm it or magic it dead. Consider it a template.
Imagining a storm as a battle is just a fun way to make a storm interactive and dynamic, following an already familiar format. It means I can use the same language as combat, but a few things are clearly going to be different. The storm can't be attacked. But it can be Mitigated. The damage a storm is likely to cause can be limited. By the actions of the players.
For the most part, a storm's attacks, or pseudo-attacks, will be against the ship. There shouldn't be any intention behind the storm's attacks, or any strategy of plan or intelligence. The GM should always narrate these events as a storm. An elemental fury, random, destructive, sure, but without purpose. It should englulf the ship and the party in a literal maelstrom! And where a pseudo-attack succeeds, it should be taken to be bad luck o the part of the player and when one fails, the player character was quick on thier feet and got out of the way. But there will be collateral and human damage, nevertheless. A storm may well destroy a ship, if not mitigated properly.
Turns
A 'turn' in this context isn't a regular turn - t would take far too long. Instead, each Turn represents something like an hour. Or whatever length of time is useful. Maybe the highlights or worst moments. Storms eventually subside, or simply pass. This takes 2d12 hours. Alternatively, use a d12 Usage Die, so no one knows how long it will go on for. That will mean your average storm lasts 19 hours or so - long enough for the players to feel like they've been through the mill.
Skills
If the system you are using has skills then its a good idea to decide in advance which ones you're going to focus on for crewing the ship and mitigating the storm. Tales of Argosa, my current go-to, has Watercraft, which is okay. For most adventures, its fine. But if I were running a whole nautical-themed campaign, I might introduce the Seafaring or Sailing skill early on, just to allow players to distinguish between professional seafarers and people who live on a river.
Navigation isn't a skill in Tales of Argosa, but it is in some other systems, and the Captain needs to have it, I think, so I will again add to my houserules for a nautical campaign. I might also add Rigging if somebody wanted to play a specialist. I will probably Command, too, as a way of getting people to do scary, dangerous or other unappealing stuff.
Roles
It isn't absolutely necessary but its useful for the players to have roles on the ship. Some roles might include Captain (chief decision-maker), First Mate (chief giver of commands), Bosun or boatswain (in charge of anchors, rigging, ropes, boats, flags, etc), Head Carpenter (chief mender of wood), Crewman (climbing rigging and hauling sail), possibly Navigator and maybe a military role, such as Guard or Marine. Taking one of these roles both increases pay and gives the players greater interaction with the ship and its crew. These roles can just be roleplayed, or represented by a generalise skill, or made a spacial or unique ability.
Mitigating the storm
A storm can be mitigated in basically one of two ways: navigating away from the storm, or managing the ship to minimise damage within the storm.
Navigating comes down mainly to the Captain or Navigator making appropriate skill checks at suitable intervals. As soon as the storm is spotted, the Captain has to decide what to do and skill checks should be made. It is possible that a ship might outrun a storm. It is also possible that the process lasts for hours or even days. Navigating away from the storm is not the same as continuing towards your destination and doesn't necessarily even involve knowing where you are going.
Managing the ship will be the responsibility of the whole crew, including the player characters. The GM tells the players what the storm is doing, where it is making its pseudo-attack, etc. Then the players describe how they react to that and what they do to minimalise damage to the ship. They make skill checks to see if their characters succeed in their plan. If they do, either the damage doesn't happen, or it is reduced. That is going to come down to the GM's discretion a lot of the time. Mitigating actions might include actions like dropping the sail, mending damaged rigging or hull planks, securing items and cargo, etc.
The Captain
Complications. One of the cool things I hope will happen when I use this system, is that complications will arise to the main journey. A crewmember might get swept overboard, a door might get smashed. As a result, cargo might get damaged or 'passengers' might get loose.
Elements
Elements the storm represent situations where the storm's effects are felt. they are not intended to be separate from the storm, or individual entities. Thety are simply aspects of the storm that are felt at any given time. If a Storm Element (Wind) attacks a door, it means the wind is battering at the door and if it breaks and the Wind Element gets inside, then it just means the wind got in. The stats are there to resolve what happens.
Example Elements
STORM ELEMENT (WIND)
Wind Elements batter the crew with powerful gusts, tear sails and rigging, fling objects about and can even push crewmembers overboard, They don't usually do direct damage but can hurl objects in such a way as to cause harm like an attack. Players and NPCs always get a luck (Dex save to avoid these pseudo attacks, but they are sometimes at Disadvantage.
WIND ELEMENT AC - HD 5/10/15 Batter 2d4/2d8/3d8 Nat 19 Prone & Stunned
S17/18/19 D23 C- I- P- W- Ch- L-.
Immune to weapons. Hold(1) Close targets move at half speed until the Wind Element is defeated or driven off (Luck (Con) save resists). Omnipresent. Wind Element can attack as many individuals as it can reach (walls and doors block until attacked and destroyed. Hurl object. The Wind Element can throw objects threw the air and can do so as many times as there are loose objects available.
No Reac.
STORM ELEMENT (WATER)
Water Elements batter and beat their victims with torrents of rain hurled with tremendous force, or waves of icy sea water.
WATER ELEMENT AC - HD 5/10/15 Blind. Close targets cannot see and are drummed with cold rain or sea water. Swept Away. Targets are swept across the deck, englufed so that tyey cannot brath or thrown against the mast or other parts of the ship. 2d6/2d8/3d6 Nat 18-20 Special. Prone and Stunned
S18/19/20 D14 C- I- P- W- Ch- L-
Immune to weapons. On a Nat 18-20 Engulf Automatic Batter damage on Element’s turn unless Str contest to break free . The GM decides how many targets
may be engulfed at once.
No Reac
That's all I've got so far. Let me know if you have any thoughts.