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No seafaring occupations

Posted: Mon Jul 04, 2011 8:52 pm
by chokehazard
No big deal, but, is there a reason there aren't any sailors, fishermen, etc. in the starting occupations?

Re: No seafaring occupations

Posted: Mon Jul 04, 2011 9:20 pm
by GnomeBoy
Those folks are smart enough to not go into a dungeon?

Re: No seafaring occupations

Posted: Tue Jul 05, 2011 3:20 am
by abk108
chokehazard wrote:No big deal, but, is there a reason there aren't any sailors, fishermen, etc. in the starting occupations?
I noticed that as well. I figured that if Trapper or Hunter came up, I would've allowed the character to be a fisherman if he so wanted (and if it could fit in the background of the setting)

Re: No seafaring occupations

Posted: Tue Jul 05, 2011 8:11 am
by jmucchiello
GnomeBoy wrote:Those folks are smart enough to not go into a dungeon?
Yeah, they know how dangerous the sea is. Why tempt fate in a cave?

Re: No seafaring occupations

Posted: Wed Jul 06, 2011 5:42 am
by finarvyn
Well, actually it would be nice ultimately if every DM made up his own occupation table based on his own campaign and treated the rulebook version as an example.

Suppose I want a pirate campaign? I'd better include those seafaring occupations. What if I wanted to run Dark Sun with DCC rules? I'll bet the occupation list would change a lot.

The same way that folks make their own encounter charts (and often object to having standard versions in a rulebook), they should consider making their own occupation charts as well.

Re: No seafaring occupations

Posted: Wed Jul 06, 2011 7:25 pm
by Black Dougal
finarvyn wrote:Well, actually it would be nice ultimately if every DM made up his own occupation table based on his own campaign and treated the rulebook version as an example.

Suppose I want a pirate campaign? I'd better include those seafaring occupations. What if I wanted to run Dark Sun with DCC rules? I'll bet the occupation list would change a lot.

The same way that folks make their own encounter charts (and often object to having standard versions in a rulebook), they should consider making their own occupation charts as well.
Maybe someone can make up "The Mother of All Occupation Charts." :D

Homebrew occupation charts are not a bad idea, but it also might be nice to have a slightly longer official chart. There are 53 occupations in the Beta document, but the roll is a percentile. It would be nice, but probably asking too much, to have 100 separate occupations listed. For example, I don't see Fisherman, Sailor, Dyer, Thatcher, Farrier, Carpenter, Cartwright, Miner, Mason, or Shoemaker in the list, just to name a few.

But, you are probably right that the list is meant to be a representative sample and not necessarily comprehensive.

Re: No seafaring occupations

Posted: Wed Jul 06, 2011 7:33 pm
by JediOre
dkeester wrote:There are 53 occupations in the Beta document, but the roll is a percentile. It would be nice, but probably asking too much, to have 100 separate occupations listed.
How about several percentile tables. The first is the master table that then sends the player to a sub-table for variants of the main selection.

For example, the main table roll comes up "farmer." The sub-table may have "temperate crops," "figs," "vineyard," "migratory worker," "banana, "tobacco," and so forth.

Just a thought.

Re: No seafaring occupations

Posted: Wed Jul 06, 2011 7:50 pm
by Black Dougal
JediOre wrote:
dkeester wrote:There are 53 occupations in the Beta document, but the roll is a percentile. It would be nice, but probably asking too much, to have 100 separate occupations listed.
How about several percentile tables. The first is the master table that then sends the player to a sub-table for variants of the main selection.

For example, the main table roll comes up "farmer." The sub-table may have "temperate crops," "figs," "vineyard," "migratory worker," "banana, "tobacco," and so forth.

Just a thought.
I like this idea and give it +1, but I don't think it is going to fly.

In the "Post Your Characters" thread at: http://www.goodman-games.com/forums/vie ... 78&start=0 Joseph said the following.
goodmangames wrote: Not a bad idea although I am trying to limit "choice" early in the game. This might just be me personally but I really like the idea that people can roll up characters in literally 5 minutes. Then you get to know the character as you adventure with him. The more choices are involved up front, the longer things take and the more a player tends to "always run the thief."
So, perhaps it is best for it to be one table and allow the player to flesh out which type of farmer he/she is, or what kinds of things he/she smuggles, etc.

Re: No seafaring occupations

Posted: Wed Aug 10, 2011 11:37 am
by jamescbennett
In an attempt to give our upcoming DCCRPG game more of a pulp fantasy feel, I replaced the demihuman occupations with the following, which include some nautical occupations:

Dwarven blacksmith => Barbarian (Spear, Hide Armor)
Dwarven herder => Horse Nomad (Shortbow, Pony)
Dwarven miner => Northman (Battleaxe, Iron helmet)
Elven artisan => Sailor (Belaying pin [as club], Earring worth 10sp)
Elven forester => Fisherman (Gaff hook [as dagger], Net [10' square])
Elven sage => Mariner (Crossbow, Albatross)
Halfling gypsy => Gypsy (Sling, Hex doll)
Halfling trader => Merchant (Short Sword, 20sp)
Halfling vagrant => Miner (Pick [as club], Lantern)

Re: No seafaring occupations

Posted: Wed Aug 10, 2011 11:49 am
by mythfish
jamescbennett wrote: Elven sage => Mariner (Crossbow, Albatross)
I hope the albatross isn't dead...

Re: No seafaring occupations

Posted: Wed Aug 10, 2011 11:52 am
by jamescbennett
mythfish wrote:I hope the albatross isn't dead...
That depends on the character's Luck score.

Re: No seafaring occupations

Posted: Wed Aug 10, 2011 1:47 pm
by reverenddak
jamescbennett wrote:In an attempt to give our upcoming DCCRPG game more of a pulp fantasy feel, I replaced the demihuman occupations with the following, which include some nautical occupations:

Dwarven blacksmith => Barbarian (Spear, Hide Armor)
Dwarven herder => Horse Nomad (Shortbow, Pony)
Dwarven miner => Northman (Battleaxe, Iron helmet)
Elven artisan => Sailor (Belaying pin [as club], Earring worth 10sp)
Elven forester => Fisherman (Gaff hook [as dagger], Net [10' square])
Elven sage => Mariner (Crossbow, Albatross)
Halfling gypsy => Gypsy (Sling, Hex doll)
Halfling trader => Merchant (Short Sword, 20sp)
Halfling vagrant => Miner (Pick [as club], Lantern)
These are great! I think I'll be stealing these for my own campaign!

Re: No seafaring occupations

Posted: Thu Aug 11, 2011 11:19 am
by jamescbennett
reverenddak wrote:These are great! I think I'll be stealing these for my own campaign!
Thanks Reverend. If you do, let me know how it works out for your group.