> -----Original Message----- > From: [EMAIL PROTECTED] > [mailto:[EMAIL PROTECTED] On Behalf Of Brandon Cope > Sent: Saturday, May 06, 2006 11:59 AM > To: The GURPSnet mailing list > Subject: Re: [gurps] GM-ing long actions, trips . . . > > Russ Jennings wrote: > > > I was wondering how you fellow GM's handle long experiences. For > > example, my party took a sailing ship on a 3 week journey to get to > > their destination. How do you guys handle that? Do you > just say "ok, > > the ship journey takes three weeks! You're relieved when > you see land!" > > I might have a couple of roleplaying encounters with NPC crew > or passengers, maybe a couple of false alarms (two nightfalls > in a row a ship is spotted on the horizon, following the PCs > ship) and perhaps one action encounter, if appropriate to the > waters the ship is sailing through.
Some ideas I've used (Not all always setting appropriate, of course.): 1. A boxing match with a big lug on the ship. He could become a enemy, or a friend, or hurt the PC real bad. 2. A chess match with a crew member or other passenger. 3. Bad food, or really good food, or a cooking contest between the PC's group cook and the ship's cook. Think Iron Chef. 4. A crew member befriends the group and helps them in some small way 5. A crew member dies (natural or otherwise) 6. A thief is on board, and might get caught stealing from the PCs. 7. Rats! The captain offers a reward for each rat killed. 8. Man overboard! The PCs are at the railing and spot a raft. 9. Bad weather -- a very serious storm that requires the PCs to pitch with damage control. 10. Breakdown. The ship breaks and needs a repair. The ship diverts to a small port and must wait for parts, make a part, etc. Lots of room for the mechanic to help, the faceman to connive a part, or the group to wander into the port and find trouble. 11. Drinking games. Hope someone has Alcohol Tolerance. 12. Flirtatious captain's daughter . . . 13. Rituals. Crossing the equator for the first time aboard ship is a big deal to seaman. 14. Spoiled food. Yuck. 15. Radio distress call. 16. Wreckage spotted. Oil slicks, life preservers, etc., but no idea what happened. 17. On liners, it's parties. Making acquaintance of other passengers gives room for contacts, news spreading, etc. 18. Mutiny. The crew is pissed and wants something. The PCs might be called upon to mediate, or help retake the ship. 19. Terrorists. 20. Sabotage (see 10, above). 21. Shipwreck. The ship runs aground in a storm, or because the navigation gear is broken. Think "The Most Dangerous Game." 22. Heave to! Coast Guard boards and searches for (pick one) contraband, illegals, criminals, etc. You get the picture. ----------------------------- Shawn A. Fisher [EMAIL PROTECTED] ----------------------------- "Greater love has no one than this, that he lay down his life for his friends." John 15:13 ----------------------------- _______________________________________________ GurpsNet-L mailing list <[email protected]> http://mail.sjgames.com/mailman/listinfo/gurpsnet-l
