Naval Warfare (PBtA)
This book is designed to simulate naval battles and other intense situations associated with ships and seafaring¸ using rules of the Dungeon World. But even if you play using another system¸ the book may still be useful to you. Certain rules can be adapted and apart from that¸ there is quite a lot of useful information on-topic.
Naval Warfare gravitates to the "heavier" and "meatier" gaming style¸ still remaining in the boundaries of the Dungeon World framework. It might be more interesting to people who prefer to have a large variety of equipment and a plethora of available moves. It is still beneficial for everyone else¸ including broader themes and concepts besides charts of artillery and lists of weapons.
The book includes:
- Rules of ships and sailing.
- 42 ship sheets. Tools to modify these ships and create new ones.
- Rules of artillery¸ suitable both for naval and land-based warfare. It is now possible to breach a castle wall.
- Lots of various artillery weapons and missiles¸ from ancient ballistae to steel cannons of the Steam Age.
- Sailing ABC: source material about everything happening at sea¸ from the sailing using the wind as propulsion to ship hierarchy and typical salaries.
- Suggestions about why and how to use naval themes in your fantasy games. Story ideas.
- Worldbuilding tips about everything oceanic.
- Rules of commerce and trading operations. Buy low¸ sell high¸ trade pepper¸ become rich.
- The concept of technological levels introduced to the Dungeon World framework.
- 10 navigation tools that may be extremely useful for travels¸ naval and otherwise.
- Reworked and newly added weapon¸ armor and shield tags. There are some minor updates to the default tags from the core book¸ but in general everything is compatible with most popular sourcebooks.
- 42 weapons for different technological levels¸ from the Stone Age to the Steam Age.
- Among these weapons there are firearms with their special mechanics.
- 15 armors and shields for different ages¸ compatible with the new weapons.
- Things are rebalanced to put more emphasis on the reasonable selection of the equipment. While a sword of a contemporary technological level is still a solid choice for generic encounters¸ certain situations call for more specialized weaponry.
- Divine Sphere of Water for your Clerics and Magical School of Depths for your Wizards.
- 8 compendiums for your characters who wish to have a job beside bashing skulls.