Rock Paper Scissors Broadside: Streamlined Ship Battle Mechanics!
It's all Master and Commander in here.
I wanted to share some streamlined ship battle mechanics that I ran in the most recent episode of Join the Party! Everything I do is in service of more flow and fun for my players and the actual play podcast medium as a whole. And building it from scratch just makes me feel a little more in control. I hope you all enjoy!
Y’arrrrr!
These simplified ship battle mechanics keeps everyone involved by using the high-tension but the low-difficulty game of Rock Paper Scissors. This is a head-to-head battle between the PC’s ship and the enemies as a whole. In order to keep themselves alive on the high seas, players must act smart, work as a team, and deploy special moves at the perfect time!
These mechanics slot very well into a game of D&D or other big TTRPG game you’re running as a big campaign. Pull out the RPS cards (or hands) for your sea, space, modern, western, or steampunk fantasy vehicle battles.
This is a 1v1 fight: the crew of the players’ ship versus all of the enemies as a whole! This is why the crew has to man their stations and make decisions together; this is a storytelling device for the main characters.
TL;DR — Through a series of games of Rock Paper Scissors, players get a success, a mixed success, or a failure that benefits the enemies. In preparation, players must decide if they’re doing their job as a crewmember or going rogue, and drop their powerful special abilities.
Game Play
1. The DM lays down their Rock Paper Scissors card.
We used (and made) RPS cards to keep the tension high and facilitate a game over the Internet. This step can be skipped if the GM keeps the ideas in their head, but a more exciting and low-fi change could just be writing down what RPS moves the GM will do next.
2. Players may activate their PC Special Abilities! If activated, resolve them now.
3. Each PC should “Man Your Station” or do something else.
While in Ship Combat, a character’s job is to be a part of the ship’s crew and do their job. If a character does something other than “Man Your Station,” their job is not done and can leave the ship vulnerable.
Remember: Special Abilities do not interfere with the Man Your Station action
4. The players who have chosen the “Man Your Station” action should decide, announce and narrate what they want the ship, and collective crew, to do.
5. Rock Paper Scissors! Pick someone to throw!
6. Whoever wins, the action they want to happen happens! If it is a tie, that is a mixed success — you do the thing but the DM chooses one consequence:
You draw immediate attention.
Your ship takes 1 harm
Your opponent quickly recovers
It has a problematic side effect
7. Repeat, and rotate who throws RPS each turn.
REMEMBER!
Both ships have HP bars, styled like Monster of the Week boxes, ie [ ] [ ] [ ]. Every attack is baseline 1 Harm, but can be special-abilitied to more. Damage doesn’t go away when the fight is over; the crew needs to get the ship fixed.
Enemies have moves too, both offensive and defensive.
Smart narrative choices might power up RPS wins or mitigate losses!
Upgrade your ship and NPC special moves at the Skill Tree at the Hold.
SPECIAL MOVES and NPCs
Here are the examples of moves I made for my players and NPCs. Harold’s power is defensive and passive, like a backstop, while Havana isn’t seasoned enough (even as an NPC) to really do anything. At the same time, the players get to Do Stuff and roll their dice. Use this as a template for your own crew’s moves.
Harold - The Big Green
If the opposition wins on a rock, Harold can block the win and RPS is thrown again. Players can only do this once per combat. If the opponents win on a supercharged move, Harold will not be at his post.
Troy - Sharpshooter
Make a super-long ranged attack (disadvantaged). If you hit, the opposition cannot play scissors this turn
Umbi - Double Down
If you use this move, you must play paper on this turn. If you win, you impress, surprise, or frighten the opposition OR create an opportunity for your allies
Cammie - Tasseography
Roll a d20. If you get 10 or above, the DM will tell you what card they will play next. If you get a 19 or higher, the DM will tell you truthfully.
Havana - Uhhhhhhhh???
He’s working on it… still getting his sea legs.