We have like 9 people already. I was looking for like 5. I'm only letting more than 5 people join on the assumption that some fraction of them will flake out/quit and that we'll usually have only 5-6 people show up for a session.
Yea, that's usually how it goes. 50% loss rate. That's why Shoruke did his open I think. I assume yours isn't "poof you are there" and more "DM controls your foolish self if you miss a session"? It don't matter for me currently, seeing as until November 23 I have nothing that possibly be going on after 5:00 PM MST, and nothing on Sundays, and nothing in the immediate future going on before 5:00 PM MST.
As for surrendering enemies, it's nice to know that my Samurai demanding surrenders won't be ignored and everyone won't be flying the Jolly Roger.
Players generally play with the concept of No Quarter, which is why surrenders aren't accepted often, which is why DMs generally play with No Quarter. Certainly reputations come into effect. I'd hope instead of you forcing us to accept surrenders, instead you punish us with the same quality of treatment we give those who we defeat when we are at risk of defeat. Escaping from a Aboleth interrogation camp might be fun.
Also, as for handing prisoners off at the docks, that might not work. We have an increased chance from the city we are embarking from, as it of a military camp than an actual city. However, it isn't likely that this is an open battlefield, so we are more likely to run into local denizens than people our camp would accept from us. Some cities or camps or whatever we find along the Sunless Sea might accept our defeated as prisoners, some might find us exceptionally evil for capturing them. It really depends on what we find out there as to what we can do with prisoners. Certainly our ship will need a Brig, but sometimes just sending them away will be our best course of action.
Here's my personal ideas for what we need in a ship:
Large Cargo Space for long voyages (who knows how big the sunless sea is.)
Two sources of Locomotion (Oars and Sails would be acceptable, as would Sails and Magic)
Powerful Short-Range Chasers
Very Long-Range Broadsides
Compartmentalizing to make it harder to sink
Intelligent planning to reduce crew compliment as much as possible
An armory to store extra crew weapons and ammunition.
Extra bunk space so we can carry passengers or land raiding forces if needed.
A magazine to store extra Ship Weapon Ammunition.
Backup stores to have enough parts to repair battle damage.
A Small brig capable of holding at least 10% of the ship's crew, with multiple brigs if this equals more than 10 people.
I wonder what our ship's budget will be, and what rules for construction will be used.
You guys who don't have a backstory yet, You might want to consider tossing a point or two into Profession (Sailor) or Profession (Siege Engineer), or Profession (Carpenter) and put a bit of fluff about being a sailor, catapult operator, or shipwright in your background.