What are the touchstones in fiction for the sandbox-at-sea? Three broad genres come to mind: Ocean voyages in mythic antiquity (Argonautica, Odyssey), swashbuckling in the age of gunpowder (Aubrey/Maturin), and whaling. There is a model in all of them for a space of incidental adventure (a roving commission!), sometimes in service of a much-larger goal (Ulysses and Jason knew their win conditions), but I gravitate to Moby Dick for my inspiration.
The crew of the Pequod is paid in shares of the valuables retrieved. They are at the margins of society and of unusually cosmopolitan composition for the social setting. The greenest among them enters into whaling motivated by a mix of melancholy in day-to-day life, and “an everlasting itch for things remote”:
I love to sail forbidden seas, and land on barbarous coasts. Not ignoring what is good, I am quick to perceive a horror, and could still be social with it – would they let me – since it is but well to be on friendly terms with all the inmates of the place one lodges in.
But the more experienced are both less desperate and more restrained:
Starbuck was no crusader after perils; in him courage was not a sentiment; but a thing simply useful to him, and always at hand upon all mortally practical occasions. Besides, he thought, perhaps, that in this business of whaling, courage was one of the great staple outfits of the ship, like her beef and her bread, and not to be foolishly wasted. … For, thought Starbuck, I am here in this critical ocean to kill whales for my living, and not to be killed by them for theirs; and that hundreds of men had been so killed Starbuck well knew. What doom was his own father’s? Where, in the bottomless deeps, could he find the torn limbs of his brother?
… and of course, there are strange rituals, mysterious omens, dangerous combats, near-mutinies, blood-forged magical weapons, and at least one hugely dangerous monster on the random encounter table too strong for the adventurers to overcome.
Drawing on all this, I have some goals for the mass of tables determining a day in the saltbox:
- It must be possible nothing happens, because the sea is vast and lonely
- It must be possible one day holds many events, because the sea is also dangerous and teeming with life
- It must be possible to hunt/chase beasts at sea
- It must possible to encounter, parley with and perhaps pursue and capture other ships
- and vice versa
- It must be possible to encounter un-navigable obstacles (scylla/charybdis)
- It must be possible to discover uncharted territory
- It must be possible to encounter and survive epic storms
What struts for action am I missing? What useful fiction am I ignoring? And what do I have to offer for reading a post this long? I’ll post some tables after our first play-test, but for now here’s a draft of my player map: