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Tween the downtime rules Caravan rules and the vehicle rules is a set of rules that allows for at Sea Adventures or campaigns based around traveling to a new land and setting up a settlement think Christopher Columbus New World my question is these rules as they are currently or not perfect we suited for this kind of campaign is there a rule set full when I'm looking for an app Sea Adventure maybe wailing as down time or something I don't know or does anyone have creative ideas on how to combined these three systems to make a working rule system

Dave Justus |

I haven't played them, but I understand the Caravan rules are a nightmare. The Kingdom building rules are ok as a mini-game for actually building up a town.
In all honesty, the Kingmaker AP is pretty close to this, except for being in a new world. The focus, early in the game anyway, is on hexploration with random encounters and some preplanned special sites. Only as exploration is done can you expand your settlement into those areas.
Standard Sea adventures are generally just random encounters, the basic ruleset handles that just fine.

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I was thinking along the same line. Basic king building with explore/build small settlement. The Caravan rules I have not really dived into but from what I read it works kinda like a moving villiage. I figured the ship or fleet would work in the same basic way. It also got me thinking about stuff like tracking an animal on the water for whaling, or the like. As kind of a one off adventure. Also with the Caravan rules you could set up trade routes etc which a new book on merchants is coming out. The caravan could move from point a to point B. get loaded on ships, set great distance, off load more travel explore etc.
I like this idea instead of saving the world every other week, or things like that. This seems like something you could base a lot of RP time on. really develop a story driven adventure or campaign.