Re: [Epic] Campaign Rules

From: Marc <tw44645_at_...>
Date: Tue, 4 Mar 97 14:29:50 +0100

Another campaign system I thought about (a long time ago) was based on
computer games like Warcraft & Command and Conquer.

These games can be seen as mini-campaigns.The principle (for those who
doesn't know these games) are very simple and directly adaptable to TTG
games.You begin with a certain amount of money.With this money, you build
structures (like Barracks, who trains soldiers) or shrines.

You decide which buildings to build, according to what you need in your
army.Of course, you are limited because you only have a limited amount of money.

Winning battles gives you more money (or takes money away).

An idea could be where a game of 1000 points gives you 100 'credits' (2000
points armies would bring/lose 200 credits, etc ...) if you win, but takes
100 credits away from your bank account if you loose.You can sell your
structures to other players to make cash (in the case you have lost a game,
and you have to pay).

By winning games, you could build more structures and have more powerful
armies, and by losing, you armies would slowly fade away.

You could make alliances between players (one of the most funny part of a
campaign is the 'politics' part, IMHO) to boost an army, if you know that
you play against a player who has a great amount of money/buildings.

The idea to keep track of broken detachements to decide if they could play
the next game or not is a cool idea but too difficult to manage practically.
If you have to note which detachements were broken, destroyed, on fallback
orders, etc ... can be too time-consuming for the campaign master.

A great quality of the WHFB 5th ed. campaign rules is that they are very
simple and quick to organise.


At 00:10 4/03/97 -0500, you wrote:
>On 3 Mar 97 at 15:28, Peter Ramos wrote:
>
>> > I have been using a similar system, I can give you a summary if you'd
>> > > like.
>> >
>> > Please do.
>> >
>> > Scott
>> > shupes_at_...
>> >
>>
>> I'll make the summary brief, if you are interested in a complete version
>> I can type it and send to you directly if thats agreeable.
>
>Ooh, ohh, I want! I want! Er, I mean, I would appreciate a copy of
>your campaign rules, if you get a chance to type them out.
>
><snip summary>
>
>> End phase of campaign turn
>>
>> You gain resouce points from your capital (d6 +2 X 100 Points) and any
>> cities or resources you control.
>>
>> These points may be used for the following:
>> Construct new units
>> replace losses of broken detachments and companies during battle
>
>How is this done? Do you figure out how much each stand/unit is
>worth or do just pay half the cost of the detachment?
>
>> construct/repair/ titans
>
>Someone else commented about constructing Titans being a bad idea.
>Maybe only certain sites, such as a spaceport, can "construct" Titans,
>which would represent their being flown in from off-planet. Also,
>specialized repair sites for Titans would probably make sense also.
>
>> In other words the more you conquer and control resources the more able
>> you are to replace losses and construct units.
>>
>> There is also a random events table for this phase, but it is not
>> necessary for play if it is not wanted.
>>
>> This is a very rough draft, but the basic skeleton is there. the nice
>> thing about it is that you can add your own rules very easily or
>> eliminate what you dont like. also "winning" can be varied, either
>> wiping your enemy out or some other agreed upon objective.
>>
>> Peter
>>
>
>Sounds pretty cool. I'm also interested in seeing it because I'm
>working on a campaign system for another game (Silent Death) and I want
>to steal ideas. :) Hey, imitation is the sincerest form of flattery.
>
>Seth Ben-Ezra
>Great Wolf
>
>
Marc Feuerstein

http://student.vub.ac.be/~tw44645/
mailto:tw44645_at_...

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Received on Tue Mar 04 1997 - 13:29:50 UTC

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