The Journey Rules limit the amount of Rest a party can take while on the road as there are few safe places to take shelter (see page 19). However, when the group is travelling on a large enough vessel, particularly one with crew quarters or even dedicated cabins for passengers, rest may come easier due to the relative safety. This may make travel at sea easier than other Journeys, so you can use the following rules to ensure that Journeys through Open Waters do not become trivial:
- If the party are on a small boat, such as a dinghy or a canoe, there is no room to Rest.
- If the party are on a medium sized boat, like a barge or yacht, up to two party members can rest for 6 to 8 hours to gain the benefits of a Short Rest. However, they are asleep during the next Encounter and no one fills their Role. If the Encounter requires a check for that Role, the check is automatically failed.
- If the party are on a large ship with its own crew, the whole party can rest for 6 to 8 hours. If they have access to hammocks or a straw pallet, they gain the benefits of a Short Rest. If they have their own cabin, they gain the benefits of a Long Rest. However, the ship does not stop because the party are resting. The next Encounter happens while one or more of the party are asleep. Their Roles are filled by other members of the crew, who take the actions they feel are best. This can lead to some unexpected circumstances, such as the party being jostled awake while the crew battles a giant sea monster they chose to hunt rather than avoid. It is up to the GM whether the party must deal with the consequences after the Encounter, perhaps hearing stories from the crew, or whether they are awoken to help when things turn dire.