This sounds like a fun adventure idea, alish2o. I'd definitely be interested.
One of my favorite adventure storylines involves a race (sort-of) by ship halfway across the world:
"Beyond the Mountains of Madness" from Chaosium spends a large part of the campaign planning the expedition, and then on board the ship. Lots of deep intrigue.
I love exploration of strange lands:
- X1 has already been mentioned.
- M1, "Into the Maelstrom" had a long voyage-into-the-unknown section heavily modeled on Homer's Odyssey. We had great fun with that one.
- "Voyage of the Princess Ark", a fiction series from Dragon magazine (also by Bruce Heard) was also a favorite. It apparently took some inspiration from Star Trek.
I do like the extra flavor that the race adds. Unless it's all on-board intrigue, you need solid hooks for the party to stop and explore/have adventures (as others have mentioned).
- Replenish food and water
- Sabotage from competitors
- Sabotage of competitors
- Rescue of crewmembers/competitors
- Repairing the ship/shipwreck
- Storms/calms/weather gods/bad winds force a temporary halt
- Secondary goals outside the race: trade, mapmaking, forging treaties, following rumors of treasure.
It's been a while since I read it, but the Car-Race-Across-America minigame in Polyhedron (can't remember its proper title) had a similar structure (i.e. adventures during a race) so it may contain some better ideas.
One of my favorite adventure storylines involves a race (sort-of) by ship halfway across the world:
"Beyond the Mountains of Madness" from Chaosium spends a large part of the campaign planning the expedition, and then on board the ship. Lots of deep intrigue.
I love exploration of strange lands:
- X1 has already been mentioned.
- M1, "Into the Maelstrom" had a long voyage-into-the-unknown section heavily modeled on Homer's Odyssey. We had great fun with that one.
- "Voyage of the Princess Ark", a fiction series from Dragon magazine (also by Bruce Heard) was also a favorite. It apparently took some inspiration from Star Trek.
I do like the extra flavor that the race adds. Unless it's all on-board intrigue, you need solid hooks for the party to stop and explore/have adventures (as others have mentioned).
- Replenish food and water
- Sabotage from competitors
- Sabotage of competitors
- Rescue of crewmembers/competitors
- Repairing the ship/shipwreck
- Storms/calms/weather gods/bad winds force a temporary halt
- Secondary goals outside the race: trade, mapmaking, forging treaties, following rumors of treasure.
It's been a while since I read it, but the Car-Race-Across-America minigame in Polyhedron (can't remember its proper title) had a similar structure (i.e. adventures during a race) so it may contain some better ideas.