Guide [NEW!] FRP Naval Roleplay Guide

Gazros

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gaz #8008
FantasyRP Naval Guide
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This document is intended as a guideline for sailing on the server. The manner in which your ship is controlled is up to you in terms of complication & depth, just be sure to follow the player minimums. We recommend a ‘Sea of Thieves’ level of complication, where you can raise/lower sails, rotate sails, and raise/lower anchor as needed, with nothing more to it.



Section I: Ships & Ship Limitations
Small Sized Ships (Sloops, Schooners; 3 Player Minimum to Set Sail)

These ships can carry no more than 2 artillery at a given time, these can withstand 5 hits before being rendered unable to sail, and hits against them require rolls of 70 or higher.
If carrying more than 5 players, these vessels cannot embark on voyages greater than 60 chunks.
Medium Sized (Brigs, Corvettes; 5 Player Minimum to Set Sail)

These ships are allowed to carry no more than 3 artillery at a given time. These can withstand 7 hits before being rendered unable to sail, and hits against them require rolls of 60 or higher.
If carrying more than 8 players, these vessels cannot embark on voyages greater than 60 chunks.
Large Ships (Galleons, Frigates; 8 Player Minimum to Set Sail)

These ships are allowed to carry no more than 4 artillery at a given time. These can withstand 9 hits before being rendered unable to sail, and hits against them require rolls of 50 or higher.
If carrying more than 10 players, these vessels cannot embark on voyages greater than 60 chunks.
Massive Ships (Treasure Ships, Man-o-Wars; 10-12 Player Minimum to Set Sail)

These ships are allowed to carry no more than 6 artillery at a given time. These can withstand 11 hits before being rendered unable to sail, and hits against them require rolls of 40 or higher.
If carrying more than 16 players, these vessels cannot embark on voyages greater than 60 chunks. This does not apply to ships besides a friendly port.


Section II: Proposed Rules for Sea Travel

Cartographers
The Function of Cartographers
Cartographers are going to be crucial to the tracking and communication of where your ship is traveling, and are integral for the moderators responsible for cutting/pasting a ship within the world. The Cartographer’s job is to draw and track the number of chunks the ship has to travel in order to get to a certain location.


Note: This is a placeholder map and will be switched out soon.
The above map is a standardized map that can be distributed to the general public on the server. This likely will only be used by the cartographer responsible for a given ship’s voyage (a one-way trip out to sea). Each square within the grid is 16x16 blocks, representing a singular Minecraft chunk.

Cartographers are tasked with using an image-editing software capable of drawing lines, (MS Paint, paint.net, photoshop). They will then draw out their intended sailing path on the standardized map. It is the cartographer’s job to count out the squares that the travel route (the red line) goes through. The finalized image will be sent to the moderators tasked with cutting/pasting ships within the world.


Suggested At-Sea Time
The Suggested At-Sea Time Conversion
Based on a ship’s relationship between size, weight, and generated drag the conversion is as followed:

It's suggested that ships can travel at speeds of 1 chunk per 1 OOC minute. The reason all ships have the same speed is due to two things.

1) Balancing; we want to keep this system simple and approachable.
2) It isn’t too far off from reality. Assuming they were full sail and traveling with the wind, sloops could travel upwards of 11 knots (12.6 Mph) and galleons were only a bit slower, traveling at about 8 knots (9.2 Mph). Considering the marginal difference that results from bigger sails being required to carry greater weight, we’re keeping the ship travel speed identical for all standard ships.

The cartographer for a ship would submit something like this to the mod team responsible for cutting/pasting their ship, detailing the intended route they are planning to travel.

In this example, the cartographer would find that they are traveling a total distance of 20 Chunks. This means that upon leaving port, the ship will be at sea for a suggested total of 20 OOC Minutes, though this may vary depending on the activity of staff, and the degree of time the crew wishes to spend at sea.


Underway Roleplay
The truth is that there's no possible way for staff to world edit all these ships around. So the way it'll have to work is that two copies of an active ship exist on the server. One is docked at a port, and the other is off at sea, a good distance off the coast from the mainland. In order to move a ship, a player has to send in a /modreq of their ship's coordinates, and the coordinates they would like it moved to.

If a player is looking to have a ship docked somewhere, they must submit a /modreq providing the docked version of the ship's coordinates, and the port in which the player is seeking to have the ship moved.

Players can only have their ship's location OOCly moved once per every 2 weeks OOC. This does not mean that you can't sail your ship between then, just the physical locations of the ship have a timer as to how frequently they can be moved. The intention here is to lighten the burden that these modreqs would place on staff with world edit permissions.



Section III: Crew Roles
(These are merely suggestions for roles aboard your ship. You can have quite literally whatever roles you want, this is a possible framework to build from)


Examples of Leadership Roles
Captain:
Many are under the impression that Captains command vessels and lead through fear, and this is simply not true. The most significant feature of a ship's Captain is that they lead with respect.

Captains aboard a military vessel are distinguished not only by their abilities but by possessing the rank of a Sr. Officer. Aboard military vessels, officers do recieve more control and privilege than regular seamen, however, this may vary from ship to ship.

Aboard non-military vessels, traditionally Captains are elected democratically by the crew, rendering it a far more political position. The amount of control a non-military Captain has over their ship is an order of magnitude smaller than if they were enlisted, as the only area aboard a vessel the Captain has ultimate say is typical during battle. Routes, plans, and the major leadership roles a vessel are traditionally decided through votes.
First Mate & Quartermaster:
A First Mate’s duty typically consisted of standing in for the Captain should the Captain be unfit to perform their duty, or otherwise need a form of leadership in a Captain’s stead.

The Quartermaster of a vessel holds power second only to the Captain, and while being elected democratically on non-military vessels, is dictated usually by the individual of the second-highest rank aboard a ship. The Quartermaster is charged with managing other positions of leadership, food and water supplies, and deciding punishments for men who disobey orders.

While some ships may distinguish these two roles, most simply have a singular Quartermaster who performs the duties of First Mate in conjunction with their typical ones.
Boatswain:
Junior officers aboard military vessels, and third in command generally. Boatswains report directly to either the Captain or Quartermaster, and their most significant roles lie in tracking a crew’s morale and serving as their chief representative to the Captain and Quartermaster with respect to more sensitive matters.

The boatswain has a variety of additional duties, ranging from calling out and repeating orders to ensure they’re heard across the ship, to leading the crew directly with anchoring and docking a vessel.

Aboard military vessels, this is typically the individual with the third-highest rank.


Examples of Standard Roles
Shipwright
This individual’s sole job aboard a ship is sustaining, and repairing the ship when it is damaged. Typically skilled woodworkers and craftsmen fill this role, and are charged with leading the crew as they assist with the ship’s repairs.
Helmsman
The Helmsman aboard a ship is simply the individual steering the vessel, this position typically requires education and the ability to read charts, monitor currents, and stay to a set course. This position can also double as the ship’s Cartographer/Sailing Master, however, this requires a strong degree of education and is uncommon among pirate vessels.
Cartographer
The Cartographer is the individual aboard a vessel charged with drafting the ship’s course and deciding optimal routes to take to arrive at a given location. This position requires extensive education regarding the writing and reading of charts and deep knowledge of the ocean’s currents.
Armsman
Typically the member of small groups dedicated to artillery aboard a vessel, these individuals are charged with aiming, loading, and firing artillery.
Apothecary
Uncommon among non-military vessels, this role serves as the ship’s doctor, and the role is fairly easy to understand; they patch up the crew when injured.
Arcanist
This role aboard a vessel is incredibly uncommon, but a sought after and welcome addition to any crew. The Arcanist is the ship’s mage, (typically attuned to either the wind or water rune) they are tasked with artificially assisting the ship’s navigation, and increasing a vessel’s speed at the cost of their personal energy. Arcanists are typically handy for getting a ship out of troubled waters or escaping battle.
Cook
They provide food for the crew and prepare it. This role requires little skill and can be filled by really anyone, though a crew will appreciate someone who does this well.


Examples of Low Ranking Roles
Choreboys/Powder Monkeys
The lowest-ranked individuals aboard a ship, typically in their early teens, have the most dangerous jobs aboard. Charged with unfurling scales and climbing ratways, removing objects from the side of the ship, and recovering men overboard, this position is truly an entry-level position aboard a vessel.

Within the military the rank is referred to as a Choreboy, while aboard pirate vessels they prefer the term Powder Monkey, a far more honest description of this role.


Section IV: Naval PvP Terminology

Full Naval Combat Terminology
Interception:
When ships submit their charted courses to the moderators bi-weekly, if a ship’s course intercepts with a passing ship, they can choose to initiate an encounter with the ship. All knowledge of a ship’s course, if being leveraged by an attacking ship to target a specific vessel, must be obtained through roleplay. With that said, if a ship simply wishes to patrol a given region, they will be able to attack those who cross their path.

Note: After an attempted attack on a ship while patrolling, the presence of a hostile ship in that area will be assumed as being ‘common knowledge’ should any survivors be left, or the encounter last long enough that the 30-minute amnesia rule is no longer in effect.

Durability:
The quantity of hits a ship can sustain depending on the ship's size, and enhancements (please refer to Section I for specific details on each ship type’s durability).

Attack of Opportunity:
This is a reaction triggered in Naval combat when a ship initiates an Attempt to Board or an Attempt to Flee. During which, the ship engaging in the Attack of Opportunity rolls to fire, and the defending ship cannot.

Able to Sail:
A ship is considered able to sail if it has not lost all of its durability. In this state, a ship can Attempt to Flee, Attempt to Board, Fire, and Repair. A ship cannot be boarded while it is considered Able to Sail unless the crew aboard the ship is unaware of the boarding party's presence.

Unable to Sail:
A ship is considered unable to sail if it has lost all of its durability. In this state a ship can attempt to Fire, and Repair. A ship is at risk of being boarded or sunk in this state.


Full Naval Combat CRP Actions
Attempt to Flee:
At any point during the encounter, a ship may Attempt to Flee. When this occurs, the hostile ship is provided an Attack of Opportunity against the fleeing ship. Should 4 or more of their shots land, the attempt to flee is disrupted. If a ship has a distraction or means of assisting with their attempt to flee, the Attack of Opportunity will be rolled twice, and the lower rolls will be counted. This is considered Disadvantage.

Attempt to Board:
At any point during the encounter, if a ship is rendered Unable to Sail, the other ship may choose to Attempt to Board. A ship must be considered Able to Sail in order to do this. When attempting to board, the ship being boarded is allowed an opportunity attack on the boarding vessel. This provides them with a last-ditch effort to halt their assailant and get away. You can decide how much of your crew engage in the attempt to board. Should either vessel have a means of significantly distracting from or masking their approach, the defending ship has Disadvantage on their Attack of Opportunity.

Fire:
During each round of combat, should a ship choose to Fire, all of their artillery must be emoted as being fired towards their opposition. When this occurs, the attacking team rolls for each individual artillery that is firing and must roll above a certain amount (refer to Section I) in order to secure a hit against the opposing vessel. Should anyone roll a 100, this is considered a critical hit, and as such has double the impact and counts for 2 hits.

Note: For wildfire hoses, criticals would count for 4 hits.

Repair:
In order to repair the damage to a ship, every 1 player can expend 1 emote to repair a hit against the ship. Should the mast fall, this requires 2 emotes to repair: 1 to raise the mast, and 1 to secure the mast in position with planks and nails. Don’t overthink repairs too much, just slap some planks and nails over something, but you can go into as much depth as you’d like.

In order for a ship to recover from being Unable to Sail, all of its Durability must be recovered through repairs. This leaves larger ships at a greater disadvantage as they have more repairs to perform, though fortunately they also have more people.

Furthermore, certain magic items, spells, and abilities who have the ability to mend wood repair with double the efficiency of standard tools (1 player wielding one of these could perform double the repairs with their repair emote)

Target Change:
At the start of a combat round, the Captain declares exactly which target they are attacking. Should the target be defeated, or the Captain desire to switch targets, this is considered a Target Change, and takes one full round of combat to complete. During this round, the crew can emote adjusting the rotation of their sails and adjusting their course.



Section V: Naval PvP Mechanics
After an approved Interception. The defending ship can choose between simple Boarding PvP, or Full Naval PvP, each version will be listed out below.


Full Naval Combat
Two Ship Combat
When two ships intercept and one ship chooses to attack, should the defending ship choose Full Naval Combat, the attacking ship will go first, and the following actions can be taken.

At the start of each round, both ships choose whether they’d like to Fire, Attempt to Flee, Attempt to Board, or Repair. The ship’s captain discloses this to the moderating official and proceeds to perform said action. The moderating official then transports to the other ship, dictating the damage caused by their action (if any), and then allows them to decide a course of action.

This goes back and forth until one of the ships is rendered Unable to Sail and the other ship succeeds an Attempt to Board, a ship succeeds an Attempt to Flee, or a ship is sunk.


Fleet Combat
Should multiple ships intercept from two opposing factions, each ship's Captain will declare which of the enemy ships they are targeting, performing a Target Change during a battle takes 1 round of combat, as the ship will need to adjust its course.

Should multiple ships intercept from more than two opposing factions, such as three rival pirate fleets come across each other at sea, only two teams can be engaged in Full Naval Combat at a time.

If the third faction would like to join, they can join one of the two sides for the encounter. However, if the two teams engaged in Full Naval Combat have no desire of having a third faction on their team, they’ll be forced to continue sailing.

Following this encounter, if the third faction was allowed to join and is alive, they can choose to engage the winner of the aforementioned conflict in a Simplified Naval Combat encounter of their own, effectively backstabbing them.



Simplified Naval Combat; Boarding PvP/CRP Only
Upon an approved Interception, if the defender or moderating official chooses to expedite the Naval RP portion, where instead of going through the throes of Full Naval Combat, the encounter exclusively revolves around an Attempt to Board, where the incoming ship attempts to board and dispatch the defending crew through either PvP or CRP depending on the total number of players present.


Naval Combat Victory Conditions
Boarding Party Victory
The party boarding the adjacent ship succeeds in defeating the defending ship and is allowed to choose if the defeated crew should drop their items, warpstone away, or /d20. Furthermore, if the party boarding would like to claim the adjacent ship, they are required to meet the minimum player requirement to sail both vessels. This encourages capturing crews, rather than killing them.

Boarding Party Defeat
Should a crew successfully defend against a boarding party where the attacking boarding crew’s remaining members are too few to meet their ship’s minimum player requirement, the defenders are granted an automatic win. They are then able to choose if the attackers should drop their items, warpstone away, or /d20.

Should there still be enough alive to meet the minimum player requirement, the attacking boarding crew can Attempt to Flee, or Attempt to Board again.


Sinking
If a ship is rendered Unable to Sail, and the attacking ship repeatedly continues to bombard it, the ship will sink after its durability is diminished 50% of the way past its total allotted durability.

E.g. A sloop that has 5 durability, would have to sustain the initial 5 to be rendered unable to sail alongside an additional 3 to be sunk.

When a ship is sunk the victor receives no loot whatsoever.



Section VI: Construction Costs
Staff do not provide a ship for you, the actual build itself must be provided to staff alongside any materials or gold in order to have your ship placed in the world.


Ship Construction Cost
(Exchange this with an LT to have your ship placed ingame)
Small Sized Ship
25 Gold Pieces

Medium-Sized Ship
50 Gold Pieces

Large Sized Ship
75 Gold Pieces

Massive Sized Ship
100 Gold Pieces


Artillery and Costs
(Exchange these with an LT in order to have your artillery approved)
Ballista
Requires:
5 Stacks of Wood
5 Pieces of Tough String
10 Steel Ingots for Nails

Effects:
These are the standard artillery aboard vessels, they do not require crafting emotes to be added, only the required materials have to be exchanged.



Wildfire Hose (REQUIRES LT SIGNING)
Requires:
30 steel ingots for mechanical components
10 Tough Hide for fluid container/pump/bellows

(Ignore the ‘Match or Lamp’ on the infographic.)

Effects:
Only effective in short-range or when an enemy is attempting to board; every 1 hit from a wildfire pump counts for 2. Requires 5 Wildfire for 1 attack, has a range of 20 blocks. These are stationary, and while effective, if the container is burst it could sink the very ship it was being used on.



Dragonwood Hull (REQUIRES LT SIGNING)
Requires:
Small Ship Hull: 4 Stacks of Dragonwood
Medium Ship Hull: 6 Stacks of Dragonwood
Large Ship Hull: 8 Stacks of Dragonwood
Massive Ship Hull: 10 Stacks of Dragonwood


Effects:
Should a ship have a dragonwood hull, its total durability is doubled.
(E.g. a small ship would have 10 durability, a medium ship would have 14 durability, etc.)



Section VII: Optional Addons
Enhanced Travel
Magic and material assistance play a major role in ship travel, such as sorcerers or rune mages speeding up a ship. This is so nuanced that it has to be handled on a case-by-case basis however it should be taken into consideration when accounting for a ship’s travel-speed. This will ultimately be deferred to ET discretion for its impact.

In PvP, Enhanced Travel can be taken into account for the initial interception, but this is dependent on the moderating official’s approval.


Wind Direction
If you want to account for wind directions for sail rotations, simply roll 1d360 to determine the angle from which the wind is traveling, and roleplay accordingly. This is something you can do simply for immersion and can account for to keep roleplay active during travel time, it has no impact other than giving you a basis for roleplay.

Cargo & Trade Routes:
This is entirely dependent on Nation Leaders, however, if heavier machinery, massive surpluses of IRP goods, or military equipment is being transferred between ports. I highly recommend people use actual ships to do it.

Credits:
@Awhoo
@Rekodile
@Renajaka
@STBNL
@Sukitoru
@TheseThomas
@Twandhi
@Brokenhelix
 
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Its Beautiful. Only thing I see as a issue may be trade routes as ooc/IC material trade doesn't matter much and maybe should be assigned a low but still fair base cost? ideally once ship RP is solidified more lore about what lay past our ocean and potentially even mini builds made to explore foreign ports and the like.

I also See the mechanical reasons why a Dwood ship would be so expensive to make but how would that effect repair cost, In addition does repairing/the emotes cost any material like say a oak log stack or what ever is agreed on such as Rope if that becomes a craft, Given good rope is very important on ships? There's also the bit about magical repair so its just good to specify and be specific. Such as life people growing the wood back Or something greater strength/speed enhancement to do work faster and the like ect and so on.
 
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Gazros

Gazros

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gaz #8008
Its Beautiful. Only thing I see as a issue may be trade routes as ooc/IC material trade doesn't matter much and maybe should be assigned a low but still fair base cost? ideally once ship RP is solidified more lore about what lay past our ocean and potentially even mini builds made to explore foreign ports and the like.
Fair point, however charging people to trade items and machinery purely irp seems like a poor idea as it would further disincentivize the use of ships for immersion. Also I’m actively working on lore for the seas beyond Enarion including a nearby archipelago for mini builds, underwater kingdoms, and leviathan monuments.


I also See the mechanical reasons why a Dwood ship would be so expensive to make but how would that effect repair cost, In addition does repairing/the emotes cost any material like say a oak log stack or what ever is agreed on such as Rope if that becomes a craft, Given good rope is very important on ships? There's also the bit about magical repair so its just good to specify and be specific. Such as life people growing the wood back Or something greater strength/speed enhancement to do work faster and the like ect and so on.
As it stands, requiring exchange of additional materials during combat would only slow down its pace and as such won’t be bothered with. Dragonwood ships will be repaired the same as normal ones as a result of this.

As far as magical equipment being used, I left it general because frankly, getting too specific risks metagaming in addition to the issue of how antiquated that section may become should other things be added. I can refine the wording but ultimately it’s not going to change too much.
 
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Gazros

Gazros

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gaz #8008
1628116422213.png

Added "Target Change" mechanic as an action. Ships in fleet combat are no longer aggregated in place of using their Captains as individual liaisons. This way if you get unlucky during an encounter, you don't lose an entire fleet in one go, and some can individually choose to escape.
1628116417269.png
 

Burnsalan20

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Gold should not be given to staff, only the materials used. That gold should be provided to which ever nation is willing to dock it as well as the party that builds it irp. Maybe a construction guild tasked with such construction.
 

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