Devlog 007 - Port Calls and Modular Chaos


Ahoy!

The tide has shifted. Version 1.5 of Tides of Madness brings two major changes to the game: Port Actions and a complete rework of the Event Tables, now using a modular system for deep narrative variety.

New: Port Actions

You don’t just drift anymore. When you dock, you act.

  • Choose to Repair, Recruit, Rest, or Influence the port itself.
  • Each port visit offers different choices, and risks.
  • Rolls matter. A failed rest might bring nightmares instead of peace.

This adds structure, recovery, and risk to downtime... and gives ports mechanical teeth.

Updated: Modular Event Tables

The sea no longer repeats itself.

The old linear event tables have been replaced with modular triads:

  • What Happens
  • The Complication
  • The Echo

Each event tier (Mundane, Supernatural, Major) now has three 2d6 tables. You roll once on each, building unique encounters every time.

That’s about 4,000 possible combinations, across three tiers of horror.

Bonus:

  • Fast Mode: One roll gives you a quick, eerie combo.
  • Triple Events: Matching all three dice unlocks special results (visions, ship quirks, or worse).
  • Regional Effects: The sea still remembers where you are.

Examples? Glad you asked...

“A navigational tool vanishes from the locked Captain's quarters. Despite your certainty about who last used it, every crew member vehemently denies entering the room. Something about their unified denial feels rehearsed.”

Or…

“The sky tears open, revealing a vast awareness. As it gazes upon your ship, the wooden planks flow like water, crew members sink into the deck as though it were quicksand. In that moment, you see how this voyage ends—and every voyage after.”

What’s Next?

  • More Captain log examples
  • Woodcut art (check out Vlasic the Impaler if you haven’t, who is a memorable character in my last playthrough).

Kickstarter notify page is now live:

 Follow here

Files

Tides-of-Madness_Playtest_Rules_v1.5.pdf 666 kB
3 days ago

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