Fishing: Barents Sea

Fishing: Barents Sea

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Skipper and crew personality profiles, an addition to porchdrinker's roleplaying and immersion guide
By Kjartan the wicked
This guide focusses mainly on the crewmembers.
   
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Preface
The initial situation
In February 2018 porchdrinker created a fantastic guide called ’Roleplaying and Immersion Guide‘ and asked for new suggestions. I remembered an old ruleset for Red Baron II created in the late 1990s / early 2000s. Though Red Baron and FBS are completely different, they have two things in common: Both are simulations and both have virtual squadron mates respectively crewmembers here in FBS. I wondered if it was possible to create a similar ruleset for FBS. So here's my attempt.

The idea
In almost all simulations where you have virtual comrades, you start a mission, select your mates to accomplish certain tasks, end a mission, switch to the next day, notice that your mates gain experience over the days / weeks but otherwise, you don't know anything about them. So here's the point where this guide starts. Your crewmembers will have different personalities, are affected by loss of morale, will interact with you as well as with other members, may be severely injured (if you think it's wise to assign someone to manual gutting at Bft. 12) and much more.
1: You and your crew
1.1 nosce te ipsum
When you start a career, you will have to find out, what kind of person you are. To do this, refer to table "1" in the 'Tables' section and note your character in the logbook. Also have a look at the special abilities or limitations of your character, listed in table "1a".

1.1 Your crew
Upon hiring new crewmembers, you should keep in mind they have a personality, too. So hiring the top level guy might be a bad idea if he turns out to be a heavy drinker or choleric. You have chance of 1/6 (a 6 on a 6-sided die) to unveil the personality by looking at his in game character sheet. If you are not successful, you may either look at the other available people or employ him anyway. In this case he will unveil his character upon the first encounter on board. Also refer to Table "1" and "1a". Note Name, character and abilities in your logbook.

1.2 Encounters and interactions
Encounters between crewmembers occur at least two times a trip. It is your choice, when this will happen.
  • resting
  • shared work (i.e. stacking, net hauling, …)
  • you, leaving the wheelhouse (only if you encounter another crewmember)
    If an encounter includes you, you may ignore it.
1.3 Relations
You and your crewmembers mutual relationship can either be
  • [Outlook +2] Friends -> +200 morale points
  • [Outlook +1] Like -> +100 morale points
  • [Outlook 0] Neutral
  • [Outlook -1] Dislike -> -100 morale points
  • [Outlook -2] Enemy -> -200 morale points
This relationship can only be modified by encounters (talking). Easily explained: a happy crew which likes and respects each other will have a morale boost, while an angry mob may force you to abandon your current trip. In this case you may decide to walk around and talk to your crew to boost the morale a bit. However also the opposite effect may occur.

2: The trips / missions
pre mission
First, you might look for new crewmembers. Hire them, if you haven't done this already. Also refit, refuel and - optionally - repair your vessel. Although you can assign crewmembers for maintenance and repairs, it is a good idea to have the repairs carried out in the harbor, if the weatherforecast is bad. Have a look at your logbook / crew sheet and tables 1 to 2. Perform any pre-trip operations if applicable. Now it's time to haul in the mooring lines and leave port.

on board
If your crew is resting, it's a good time to start the first encounter. Remember 2 encounters MUST take place during every trip. Refer to tables 1a to 6 and apply the rules as described in the "Gameplay" section. Eventually you assign your crew to different tasks. In this case refer to table 7 to calculate any effects regarding morale. Also estimate the probability for injuries. Life on board can be dangerous depending mainly on the current weather conditions. The occurrence and severity of injuries also depends on the current task the crewmember is performing. Morover some of your crewmembers (if type = sailor) might be less "vulnerable" in unconvenient weather conditions. Remember to calculate morale and injuries each time you reassign a crewmember to a new task.
If something happens which forces you to abandon your trip, do it immediately. Also make an emergency call, if necessary (injury severity 6 to 8)

post trip
Finally you're back from your journey. Remember injured crewmembers may be unavailable / stay at hospital for several months. In this case you have to fire them and assign new crewmembers. Don't forget to reassign them after they have fully recovered.

on land (coming soon)
3: Gameplay
Generally, you can apply the this ruleset to any existing career, but it is a good idea to start a new one.

Starting a new game
  1. Start a new career (optional)
  2. create a new logbook. (see appendix 'Logbook')
  3. generate your profile / personality (Table 1 and 1a)
  4. note details to your logbook / crew sheet

Pre Trip
  1. If necessary hire new crewmembers
  2. note the details to your logbook / crew sheet
  3. Before each trip refer to table 2 for pre mission effects
  4. note them to your logbook / crew sheet
  5. leave port

On Board
The encounters
Encounters take place at least 2 times a trip. It is your choice, when they will happen. The corresponding members must either be resting or doing shared work such as stacking or hauling.
The procedure:
  1. refer to table 1, 1a and 2 for any initial or final modifiers
  2. refer to table 3 to pick the modifier of the encounter/personality matrix
  3. refer to table 4 for any outlook modifiers
  4. add the initial-, matrix-, outlook- and final modifiers.
  5. roll an 8-sided die and refer to table 6
  6. note any outlook changes to your logbook / crew sheet
  7. dont forget to also note the morale changes.

Outlook levels
  • Level +2 = Friend -> +200 morale points
  • Level +1 = Like -> +100 morale points
  • Level 0 = Neutral -> 0 morale points
  • Level -1 = Dislike -> -100 morale points
  • Level -2 = Friend -> -200 morale points

The tasks
  1. refer to tables 1a and 2 and table 5 BEFORE assigning different tasks to your crew.
  2. AFTER each task is completed refer to table 7 and roll the die to discover any changes regarding morale.
  3. Morale: Apply the morale points immediately to the regarding crewmembers and add or substract them from their current morale-values. Recalculate the overall morale when you're finished.
  4. note all changes to your logbook / crew sheet.
  5. repeat for each task / crewmember.

The injuries
  1. BEFORE assigning a task to a crewmember consult tables 8 to 8b to estimate the probability and severity of injuries.
  2. AFTER the task is completed roll the dice and apply the effects to the appropriate crewmember.
  3. repeat for each task / crewmember.
4a: Tables 1 - 6 Personality / Pre trip effects / Encounters
Table 1: Personality generation
(roll a 12-sided die)


Table 1a: Personality Details


Table 2: pre trip effects
(roll a 6-sided die for skipper only)


Table 3: Encounter matrix


Table 4: outlook modifiers and Table 5: final modifiers (coming soon)


Table 6: Encounuter Result
(roll an 8-sided die)
4b: Tables 7 - 8b Tasks / Positions / Injuries
Table 7: Position / Morale impact per task


Table 8: Position / Injury probability during bad weather
(roll a 20-sided die)


Table 8a: Position / Severity of injuries
(roll an 8-sided die)


Table 8b: Injury effects
4c: Logbook
Your Logbook should consist of the following entries:

For your Skipper and every crewmember:
  • Name
  • Type
  • Gender
  • Property
  • pre trip effects
  • Injury
  • Main Position
  • Personality Morale Bonus
  • Morale by Outlook
  • Morale by task
  • Outlook towards crewmember C1
  • Outlook towards crewmember C2
  • Outlook towards crewmember C3
  • Outlook towards crewmember C4
  • Outlook towards crewmember C5
  • Outlook towards crewmember C6
  • Outlook towards crewmember C7



NOTE:
Currently I am working on a file (xls and Open Document format) which does a lot of calculations automatically. I will post it, when it's complete.



15 Comments
niten 22 Nov, 2022 @ 9:56am 
I see it's been a couple of years but if you see this, I think you should just make a P&P game about fishing boats. You could go into a lot more depth and realism. You might even put it on Table Top Simulator. I for one would down load it.
Spoopy Owl 27 Apr, 2020 @ 6:24pm 
So @Loggan what he's saying is this.

Grab a pen and paper, and wtite down the things in section 4c *on real paper*

then you roll a 12 sided dice and compare the result to table 1 in this guide. that is the kind of personality you have

then you match up your personality type and see what the abilities are.

for example mine might be.
Name: Elderon
Type: Chatterbox
Gender: Male
Property: Talks to a crewman before leaving -> generate standard encounter
Loggan33 26 Apr, 2020 @ 6:28am 
Hi! When you say :

''1.1 nosce te ipsum
When you start a career, you will have to find out, what kind of person you are. To do this, refer to table "1" in the 'Tables' section and note your character in the logbook. Also have a look at the special abilities or limitations of your character, listed in table "1a".


I did not find anywhere my abilities or my crew abilities or even the table section you are refering to. Please tell me where to find the table section
Mike07 1 Feb, 2020 @ 11:36am 
i love this game can you do multyplayer
Kjartan the wicked  [author] 23 Jan, 2019 @ 9:26am 
Hi, Thanks for your replies. Currently I'm working on another project, but I hope to finish the Excel document for FBS next month
dogwalker1 22 Jan, 2019 @ 4:40pm 
Very Nice work. Did you get around to completing the xls you mention?
thebeckhove 8 Dec, 2018 @ 11:44am 
I will try it.
PisCa2or 4 Nov, 2018 @ 1:40am 
Nice idea, def gonna try it out
Grzegorz Brzeczyszczykiewicz 29 Oct, 2018 @ 1:38pm 
@Kjartan the wicked Ok thanks man!
Kjartan the wicked  [author] 29 Oct, 2018 @ 11:41am 
The RB2 ruleset is called "Pilot Personalitiy Profiles". It's from the late 1990s / early 2000s.