One
of the unique facets of the Jade Regent Adventure Path is
something called “caravan rules”. These are a special set of rules that
describe how to build, use, and fight in caravans designed for cross-country
trade and travel. When I first heard about caravan rules, I thought that
sounded like a cool twist that would provide some diversity from the standard
D&D play we’ve all done for years. But after reading the actual rules, and
reading the experiences of other DMs in the on-line forums, I’ve decided not to
use them. Actually, we should have been using caravan rules for some encounters
ever since the party left Sandpoint, but this is the first you’re hearing
about them (unless you’ve snuck a peek at the Jade Regent Player’s Guide).
However, the next portion of the AP, where you’re trekking across the Crown of
the World, is dominated by caravan encounters, and I felt it was worth a short
digression to explain why I’m going a different route (no pun intended) than
the AP designers intended.
Here
are the three main reasons I’ve elected to forgo caravan rules:
1.
They’re Complex
This
may sound like a strange quibble in a game where the “core” rulebook alone is
575 pages long. But there’s a lot
of stuff to consider when building and running a caravan. There are seven
different wagon types, each with its own carrying capacity, role in the
caravan, speed, upkeep requirements, etc. There are thirteen different types of
hirelings you can hire to drive your wagons, cook your food, hunt for food,
guard you from danger, etc. Each wagon has a cost, and each hireling has a
different wage scale. You have to keep track of how much cargo you’re carrying,
how much food your hirelings and horses are eating, allocate space for cargo vs
food, keep track of when you trade for goods and how much you make. Once you’ve
created your caravan, it is like its own character, with stats for things like
offense, defense, speed, resolve, security, HP, capacity, etc. As the caravan
goes up in level, it can earn feats that modify its stats or what it can do.
Don’t
get me wrong – this could potentially make for a very fun game in and of
itself. Kind of a “Pathfinder Rails”. Some DMs report that their players got
more interested in trying to get rich off their caravans than in the actual
adventure itself. It’s just not the game I want to run.
2.
It’s Boring
Once
you’ve created your caravan and are happily rolling along, you occasionally (or
frequently, depending on what part of the AP you’re in) have “caravan
encounters”. When that happens, the PCs and NPCs effectively cease to exist.
The caravan is the only character, and everything is the caravan vs the
“encounter”. Usually the encounter is something that’s attacking the caravan,
although sometimes it’s some sort of obstacle or challenge (a flooded river, a
bad storm, etc.). There are no decisions or tactics involved; the DM rolls some
dice, one of the players rolls for the caravan, and you compare the numbers to
see who won and how much damage you took (or in the case of an obstacle, how
long it takes you to get around it). That’s it. Other than the one person
rolling for the caravan, everyone else in the party just sits around until the
encounter is resolved. Yawn.
3.
Caravan Combat is Broken
When
you read the Paizo on-line forums where DMs can share experiences with running
the Jade Regent AP, here’s how a typical entry about caravan rules might start:
“I’ve been trying to use the caravan
rules, but my party gets wiped out. Every. Single. Time.”
The
AP authors admit they didn’t playtest the caravan rules before the AP was
published, and they made a fundamental and fatal mistake. When you design
encounters, you try to match the party’s level with the Challenge Rating (CR)
of the encounter. When you have a caravan, the caravan’s level is the same as
the highest-level character in the party, so a group of 8th level
PCs would be in an 8th level caravan, and the encounters in the AP
would likely be anywhere from CR8 – CR11 (~4800-12800 XP worth of enemies).
But
when the party is fighting an encounter, there are assumed to be at least four
PCs, with four (or more) attacks per round and a pool of HP that’s ~4X what any
one character would have. Unfortunately, the caravan fights as just one
character. It’s totally outclassed by almost anything it comes up against. It’s
not unusual to see TCK (Total Caravan Kill) in the first or second round.
Destroying the caravan doesn’t technically mean the PCs are killed. They’re
assumed to have fled (yeah, right) and survived. But all the wagons are
destroyed and all the horses and hirelings are killed. If this happens in the
middle of the arctic, a thousand miles from the nearest settlement, then the
PCs might as well be dead.
People
have proposed all kinds of tweaks to the caravan rules to get around this basic
problem, and I looked hard at them to figure out what to use for our game. But
in the end, I just felt like caravan rules were more likely to make the game
less fun rather than more fun, so I tossed them aside. I’ve converted all the
“attack” type caravan encounters into standard party encounters. I’ve ignored
most of the other type of encounters, although I’ve left a few in where I felt
they added color to the journey. I have the ongoing struggle with balance, made greater here because these encounters are more "from scratch" than most. In addition, all the NPCs are more likely to be around during a caravan encounter, which further skews the balance. Once we finish this chapter, we can look back and see how well it went.
Rise of the Runelords has a lot of extra material and options written in to it. I have included some of the extra material a few times, but mostly I have stuck to the main story line. If our Friday night group were to meet every week I would likely feel more inclined to go more in-depth by including more of these items. The adventure options are written in a modular fashion to begin with, so it is not hard to pick and choose along the way.
ReplyDeleteOur group has recently started this campaign and just begun the caravan portion. First, I want to thank you for your feedback here because it helped us figure out how we wanted to handle them, and prepare us for what was coming in later modules. I am adding my comments/feedback in case other groups come across this just as ours did.
ReplyDeleteWe spoke with our DM and we are keeping the caravan logistics and planning rules because we like this aspect of the campaign---it's something we normally just ignore or handwave in the game---but are dropping caravan combat and just replacing it with traditional encounters. That seems to be a fairly common approach taken by some other gaming groups. Our first encounter, run as normal PC combat, went pretty well.
What I liked about this approach is that it gave us some opportunities to do things we don't normally get to do in a typical D&D or Pathfinder game. Specifically, we have a cavalier who got to use his horse and mounted combat rules, we had an outdoor encounter involving different types of terrain, and as mentioned about with the caravan itself we were thinking about provisions, scouting, and other aspects of overland travel.
That being said...it was work. A lot of work. Because in-game time is precious (our group can only play once a month), I created a huge Excel spreadsheet outside of the game to track all the caravan details including modifiers and bonuses, do distance planning, track job assignments, and so on. This took some meta-gaming and a little advanced planning using knowledge that the PC's didn't have yet, but it was necessary to ensure that the game was not interrupted or bogged down by hours of math in the middle of the session. When it came time to go...we went over the spreadsheet, finalized our decisions, and went. It took less than 30 minutes and we were off.
YMMV.
Glad you found it useful! I did a lot of reading on the Paizo Jade Regent message board before I got to that point, and considered a lot of the suggestions in there. (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/adventurePath/jadeRegent - Warning! If you're not the DM, there are a LOT of spoilers in there!).
DeleteSomebody on the message board also put together a spreadsheet for tracking your caravan - here's the link to that thread: http://paizo.com/threads/rzs2nlju?Jade-Regent-Caravan-Excel-Sheet#14.
I considered doing what your group did, but ultimately decided that if I wasn't going to use caravan combat, having all the stats for the caravan itself wasn't that useful. I did have to put together a lengthy spreadsheet-based list of travel times/distances (with both route options) to figure out where/when the caravan encounters would occur.
One thing I did do with the caravan is have Sandru load up on several shipments of different items in Sandpoint that the group has been trying to get sold ever since (e.g. bog nuts from Brinestump Marsh, blown glass from the Kaijitsu glassworks, etc.). It's amazing how much the group keeps trying to sell these things, and how disappointed they get when they don't find a buyer. Someone on the boards suggested this too (to give credit where due), but I can't find the thread now.
Enjoy!
My problem is I did the math... I took extra wagons. So I have two extra wagons. They're storage wagons. OK. So they carry extra food. But they need drivers too. So I have 38/52 units allocated to provisions. That's 380 consumption unites. So do the math on the Caravan I get: 5 cooks, 3 scouts, 19 travelers... 7 wagons... it's 28 consumption a day to start. Then -10 for cooks to 18. Then 3 scouts is basically -9 more. So 9 consumption a day. 380/9 = starving after day 42. OF A (and I quote here) MINIMUM OF 94 DAYS. So not even halfway in, using just the basic math of it, you'll starve before halfway through, and there is literally nothing you can do about it according to the rules. That's a pretty "OREGON TRAIL" method of caravan rules.
ReplyDelete