-Nate
A Motley Crew
In
roleplaying games, the focus of the action is focussed, logically, on
the Player Characters. They are the stars of the show, and rightly
so. The game is enhanced, of course, by having interesting NPC's, and
hopefully these colorful supporting characters appear in the
adventures that a GM runs. In a nautically flavored—perhaps even
piratical—campaign, however, a good source of roleplaying
opportunity is often overlooked: the crew. In addition to handling
the rigging, swabbing the decks, etc., the members of a ship's crew
can become individuals with their own personalities, a real part of
the story that is told in a campaign.
Note:
This article is inspired by one of the handouts provided with the
Golden Voyages
sourcebox, one of the first supplements for the 2nd
Edition AD&D
Al-Qadim
campaign setting, written by David “Zeb” Cook.
Creating
Crew Characters
When
it comes to tracking the abilities of a ship's crew, start with a
basic stat block. Assume that a fresh batch of recruits all have the
same statistics, and use those to fill in the details below.
The Crew of
___________________________________
Class and Level
____________________; CR _____; Size __________; HD _____; hp _____;
Init +_____; Spd _____ ft.; AC _____; Atk +_____ ( _______,
_______________) or +_____ (_______, _______________); SQ
__________________________________________________; AL _____; SV:
Fort +_____, Ref +_____, Will +_____; Str _____, Dex _____, Con
_____, Int _____, Wis _____, Cha _____. XP _______________.
Background:
________________________________________.
Skills:
_______________________________________________________________________
_________________________________________________________________________________.
Feats:
____________________________________________________________________________
_________________________________________________________________________________.
Fortunes:
_________________________________________________________________________.
Equipment:
_______________________________________________________________________
_________________________________________________________________________________.
Name
____________________
Details:
Name
____________________
Details:
Name
____________________
Details:
Name
____________________
Details:
Name
____________________
Details:
(Etc.)
After
filling in the statistics for the base crew member, decide on a name
for each character. It's not important to fill in the details just
yet, as those can be developed through game play.
Development—Interactions
These
crew members can really take on their own personalities in two
different ways. The first is through interaction with the Player
Characters and other NPC's. Whenever something notable happens, it
can be listed under the Details section of the stat block. Examples
of this include the following possibilities.
- During a transoceanic voyage, the PC's and crew members become involved in a series of competitions, a la the Interlude “The Competition 2.” If one of the crew members should have a particularly strong showing, that could be noted.
- While exploring a remote island, the PC's run afoul of a giant squid. While attacking, it grapples a crew member and drags him/her overboard. If the PC's can save that unfortunate person, that could be noted.
- To liven up an otherwise unremarkable journey, the GM decides to add a little illicit shipboard romance. One of the crew members, perhaps after being given the Woman Disguised as a Man fortune, fits the bill; that should be noted.
- If at any time a crew member is killed, that should also be noted.
In
this way, the GM eventually accumulates a list of crew members with
distinct personality traits, without having to do a lot of planning.
Development—Experience
Just
like with Player Characters, crew members can also gain experience
points and thus improve their abilities. Once they've gained enough
XP to gain a level, they advance just like other characters. For
example, if a ship starts with a crew of 1st-level sea dogs, and they
gain 1000 XP, they can be advanced to 2nd-level characters. Skill
increases, new feats and other changes should be discussed by the
players to best represent the development of the crew. At the GM's
discretion, these NPC's could also gain some of the crew feats
detailed in Issue 4 of the Buccaneers
& Bokor
e-zine.
Some suggestions for XP awards to crew members include the following.
Basic voyage: 50 xp
Transoceanic voyage: 100 xp
Circumnavigating the globe: 500 xp
Each battle survived: 200 xp
As always, the GM should feel free to modify these numbers, and to award XP based on the story in a campaign, as desired.
Gaining
or Replacing Crew Members
It
is a sad fact of life, but over time some crew members will be killed
by simple attrition, strange mishaps and the like. Given that, the
PC's should have occasional need to replace crew members. When such a
time comes, the GM has two options.
The
first option is simply to let the PC's find crew members of the same
experience and abilities. Doing so might require the use of
Knowledge: local, Gather Information, Diplomacy and/or Intimidate
checks, depending on the circumstances. The GM could even keep the
results of such checks secret, and thus let the PC's run into trouble
for bad rolls. For example, the PC's might hire a group of scallywags
who prove to be mutinous, thereby running into trouble during the
middle of a voyage.
Another
option, however, is to choose groups of crew members based upon the
circumstances in a campaign. For example, the PC's might first
recruit a group of similarly-minded buccaneers while working out of
Port Royal. Later, when they help free some slaves, those grateful
souls might volunteer to help crew a vessel. After that, during
adventures in the Mediterranean, the PC's could hire on some Algerine
corsairs who've been impressed with their skills. In this way the
crew becomes a truly motley group of people, as befits the nature of
pirates.
Indeed, this could be especially appropriate if the PC's
come to own multiple ships, in which case different characters can
command different vessels with different types of crew members.
Should that happen, the GM can create separate lists for the
different captains, and the opportunities for roleplaying multiply
from there.
Pirates also 'recruited' - often under pain of death for refusal - sailors from prizes for their crews.
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