Originally Posted by
NichG
I'd tend to do something more like, stage the failing ship issue relatively close to an island or other nautical feature, and you have a fixed number of intervals during which you can either try to accumulate enough successes to stabilize the ship outright (at a fairly high difficulty), spend successes to secure cargo (so if the ship ends up sinking, you have supplies wherever you end up), save or help crewmembers who are in peril due to capsizing/etc events, put out a fire that is causing cumulative damage/increases in difficulties over time (with a risk that if it goes totally unaddressed, it hits the powder room), or change the ship's heading in the hope that you can e.g. beach it before it sinks entirely. These different actions would depend on different methods of contribution - not just skills, but spells/etc could give automatic successes if they're appropriate to the specific sub-situation (say, you get to add your skill check to the total pool needed to repair the ship, but a Repair spell grants a fixed +5 per spell level)
So in 5 rounds, the situation will be definitively resolved one way or another. But the players have to basically make judgement calls - is it feasible for us to go all-in and try to salvage the ship entirely? Or do we need to go for the lower-risk goal of directing the ship to the nearby island? In that case, how should we prioritize the various things that are going wrong along the way?