Thanks for two excellent replies!
Quote:
I probably wouldn't bother with gender distinction...
More than happy to drop that. After all, until I looked it up I wasn't even aware there was a difference between men and women regarding seasickness (and was quite surprised by the difference).
Aside from avoiding any "lambasting" it's also easier to remember if it's
one set of rules for everyone - and simplicity is the strength of DW.
Quote:
For seasickness, I'd make it only a -1 or, at most, -2 handicap.
I like the idea of a 'handicap' for seasickness - again, because it's simple. A -1 to all actions (except, perhaps, ABP rolls) seems fair and easy to remember.
Quote:
Were it my game, I probably wouldn't have each player roll to see if their character were seasick, I'd predetermine that one character will be seasick...
I'm not so keen on this. Experience has taught me that, even if you later write in a 'boon' for the penalty, no-one likes to be singled out. Let's not forget that if a character is seasick once, then that same character is going to be seasick on every future journey; that's how seasickness works.
Thanks for the plot hooks, though! They're excellent and will almost certainly feature in one (or two) of my future games.
(And yes, of course there will be "challenging circumstances" - otherwise I can simply describe the sick character hanging off the rail for the better part of the journey, losing their lunch to the waves...)
Quote:
The first time a character goes out to sea, roll a d10 - on a 1, they are particularly susceptible to seasickness. On a 10, they are particularly resilient. Note this down on their character sheet. This is a permanent characteristic.
Basically a 10% chance of being vulnerable to seasickness? Seems reasonable AND it's a low enough probability that it's fairly unlikely to have more than one (perhaps two) characters suffer...*
* Just watch the dice prove me wrong!!Quote:
At the start of each day out at sea, a character rolls a d20. If they score equal or less than Reflexes, they have become accustomed to the motion and will be fine for the remainder of the voyage. Otherwise, they become nauseous for that day. Each subsequent day they make the same roll, and apply the same penalty until they succeed in the roll, or reach land.
Susceptible & resilient characters roll 2d20 - if susceptible, they use the die with the highest rolled value. If resilient, they use the die with the lower rolled value.
Hmm. In my experience (and I've been at sea fairly often), people who are susceptible to seasickness
will get seasick. Those who aren't simply
don't. I'm one of the lucky ones, it takes a very severe storm indeed (as the ship dropped, my toes nearly left the deck; as the ship rose, it felt like I was being crushed into the deck) for me to even start to feel queasy...
Perhaps once a character has rolled resilience, they simply won't get seasick?
As for the rolls, here again we are rolling against a physical characteristic - which really doesn't apply to seasickness. But there has to be a 'save' somewhere along the line (because this is a game). How about using
Psychic Talent? It may seem an odd choice but:
1) It avoids the obvious physical characteristics (i.e. Str & Ref)
2) It makes use of a characteristic that's often under-used, and
3) It means the psychically-attuned character is in better harmony with the aggressive spirits of the sea and, thus, better able to resist their playfulness... (fudge, fudge!)
I like the idea of 'normal' characters rolling 1d20 and susceptible characters rolling 2d20 (picking highest roll); mostly because this can be varied with conditions. In a calm(ish) sea, normal characters would not be bothered by the motion of the ship, while susceptible characters might roll 1d20. In a violent storm, 'normal' character would roll 2d20 and susceptible characters roll 3d20 (both picking the higher roll); in this case, even resilient characters might have to roll 1d20 (up to the GM).
I'm wondering if, instead of d20, you could have the characters roll 3d6 vs. Psy Tal (or whatever characteristic)? A susceptible character would roll 4d6, but must discard the
lowest die rolled. Again, this allows for variation: 2d6 (3d6) for calmer waters, 4d6 (5d6) for a storm...
I was toying with the idea of rolling (Rank x 10%) x (No. of days at sea) to see how long it took for a character to get 'acclimatised.' Higher-Ranking heroes wouldn't be too bothered by seasickness: e.g. (Rk6 x 10%) x day 1 = 60% (result takes effect the
following morning); that character would be seasick a maximum of 2 days. But, while that avoids a characteristic-based 'save', it might be too complicated.
Quote:
As people age they become less affected by motion sickness. As an optional rule, characters above 50 years of age can never be susceptible, and may remove any existing susceptibility. Characters above 75 years of age gain automatic resilience.
Again, I didn't know that.
Seems fair enough. I have 'aging rolls' in my game, so any character reaching the age of 50 will need every edge they can get...
(It also allows for an old NPC to simply sit and enjoy the journey while the young characters worry about losing the contents of their stomachs!)
Although it's tempting to simply avoid seasickness for the sake of convenience, it was (and remains) a fact of life. Even the Norsemen were not immune to it! Having a character struggle to face whatever challenges the journey throws at him while worrying if he's about to lose his lunch can make for a good role-playing opportunity...*
* And may even encourage normally reluctant players to land on suspicious unexplored islands, just for a bit of respite. Best watch out for Circe...