Back in ‘92, I published a long, involved article about long-distance sailing in the Twilight world. I can’t reprint it - partly for copyright reasons, but mostly ‘cuz I can’t find the article, either in print or online. But the system was good, and it worked. There were really two basic building blocks: Navigating and Seamanship. Navigation Twice a day (Noon and Midnight), the crew’s navigator rolls against his/her Navigation skill. It’s an Average roll with the right instruments (sextant, chronometer, current charts). It’s one level more difficult without any of these items - - in other words, with no navigational equipment at all, it’s Impossible: Navigation. The referee keeps a record of the group’s actual position. If the navigator fails the roll against Navigation, the gamemaster rolls deviation as with artillery. The referee rolls D10, and multiplies the result by the vessel’s travel speed. This is the group’s indicated position - where they think they are. The discrepancy may pass unnoticed - or, if the group sails into a reef at night while thinking they’re elsewhere, could be disastrous. If the group makes further navigational errors, the deviation is calculated from the indicated position. Clearly, an inadequate navigator with poor equipment on a long voyage could become very, very lost... Seamanship, Travel and Bad Weather The key to sailing is the wind, of course. Every half day, the boat travels a multiple of its travel movement rate. (This is more efficient than handling movement every period. Movement Rates If the wind is |