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silverfoxdmt73
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Boats, ships & land based vehicles

Thu 01 Feb 2018, 15:35

Are there any plans to include rules for boats etc in FL?

Things like crew requirements, cargo capacity, hull strength?
 
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Brior
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Re: Boats, ships & land based vehicles

Thu 01 Feb 2018, 15:51

I think me and FL agreed that there will be no big boats but only small coastal vessels in Ravenland, mostly used for fishing. It won't be possible to go to Alderland by sea (divine obstacles), nor go far north (ice) or out to sea (things eating you) beyond the map. North and south might open up later as supplements.

Concerning land vehicles the roads are in very bad shape = mud tracks. There are some remains of dwarven stone roads, but they are cracked and withered although possibly usable locally with repairs.
 
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silverfoxdmt73
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Re: Boats, ships & land based vehicles

Thu 01 Feb 2018, 17:11

Thanks for the reply.

I wasn't necessarily thinking exclusively of Ravenland as a setting, more to do with the OGL and the possibilities of setting a campaign somewhere else. Using a system similar to the starship design from Coriolis, I can envisage different 'classes' of ships with different features, cargo holds etc. 
 
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Brior
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Re: Boats, ships & land based vehicles

Thu 01 Feb 2018, 17:18

I wasn't necessarily thinking exclusively of Ravenland as a setting, more to do with the OGL and the possibilities of setting a campaign somewhere else. Using a system similar to the starship design from Coriolis, I can envisage different 'classes' of ships with different features, cargo holds etc. 
Right, of course – I didn't think further! We're pretty much focused on Ravenland right now, but eventually there should be ship rules. We've actually discussed a sea based expansion already, and I suspect that the ship rules would be part of that.
 
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Fenhorn
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Re: Boats, ships & land based vehicles

Thu 01 Feb 2018, 17:22

FBL could have some "stats" for smaller vessels , like small fishing boats, canoes, rafts, etc. and then if (or when) there is an expansion for FBL they could introduce some bigger boats in that.

Edit: Ninja'd by the author himself.
"Thanks for noticing' me." - Eeyore
 
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silverfoxdmt73
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Re: Boats, ships & land based vehicles

Thu 01 Feb 2018, 17:34

FBL could have some "stats" for smaller vessels , like small fishing boats, canoes, rafts, etc. and then if (or when) there is an expansion for FBL they could introduce some bigger boats in that.

Edit: Ninja'd by the author himself.
Excellent. Thanks for the reply Fenhorn. I might wait and see what comes with the core set and work something out from that. I was thinking of writing my own setting to go with the rules via the OGL, with some scope for sea based trading and exploration activity.
 
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9littlebees
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Re: Boats, ships & land based vehicles

Thu 01 Feb 2018, 17:37

FBL could have some "stats" for smaller vessels , like small fishing boats, canoes, rafts, etc. and then if (or when) there is an expansion for FBL they could introduce some bigger boats in that.

Edit: Ninja'd by the author himself.
Excellent. Thanks for the reply Fenhorn. I might wait and see what comes with the core set and work something out from that. I was thinking of writing my own setting to go with the rules via the OGL, with some scope for sea based trading and exploration activity.
I'd defeinitely be interested if you come up with you own thing.  I'm doing a hack which has elements of the Vikings in it, so ships will be a feature and some stats would be good.  It's pretty low down on my priority list at the moment, but I will be coming around to it eventually.
I make YZE games (https://drivethrurpg.com/browse.php?author=Matt%20Kay) and produce predominately Free League content on my YouTube channel (https://youtube.com/@3skulls)
 
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silverfoxdmt73
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Re: Boats, ships & land based vehicles

Fri 02 Feb 2018, 16:09

For the time being then, the SAILOR talent is going to be pretty much under-used...

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