Having Venture of some kind, be it a sailing ship (or airship!), a castle, a tavern, a church, or a
thieves merchants guild or whatever, is a pretty classic D&D thing.
I, for one, would appreciate simple rules that let me generate a reasonable set of events occurring in the Venture.
I think the stats should be knobs that the DM can turn to describe the Venture.
Capital (measured in 1000s of gp)
- The bad event for Capital is it takes damage.
- Each point of damage gives you a -1 penalty to your Venture roll
- Repairing damage requires officers dedicated to repair.
Crew (Has morale)
- Morale varies from 0 to 6. Gives a bonus to Venture rolls.
- Every 10% over or under crewed gives a -1 penalty to Venture rolls.
- Each Officer dedicated to replacing Crew can recruit 1d8 Crew per week.
Officers (Has skill)
- They have a collective skill that varies from 0 to 6. This gives a bonus to Venture rolls.
- Base number is what is required to run the Venture; every officer you are short (dedicated to something else) gives a -1 penalty to Venture rolls.
- Extra Officers cost 50 gp/month.
- An officer can spend a week recruiting another officer; roll 1d20+officer proficiency. 1-5: None found, 6-15: Inferior, can hire but Officers lose 1 skill point if you do (nobody is found if your officer skill is currently at 0). 16+: Acceptable hire, nat 20: Exceptional hire, gain +1 officer proficiency.
Yield (Has opportunities)
- What you get out of it in a month.
- Some Ventures produce gold.
- Some Ventures convert gold into something else:
** Frontier keep converts gold into settlement capital
** Wizard's lab converts gold into magical research (including items)
** A Shrine converts gold into piety (which ... could include getting blessed items)
A given Venture has a Capital, Crew, Officer and Yield properties.
On the DM's side, the Crew/Officers/Capital should be used to calculate a reasonable Yield.
Each month you should roll for Capital Damage (wear and tear), Crew and Officer loss (death or quitting), and a Venture roll.
Still too complex. I think it needs to be more story facing, and less simulationist. Hurm.