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View Full Version : A Simple Campaign System - What do you think?



Eternus
30-03-2010, 12:32
Ok, so the thinking behind this system is to enable gamers to have an ongoing campaing that doesn't suffer as much as some systems might if players drop out or new people want to join and things generally have to get changed round on a regular basis. Please let me know what you think.

THE ETERNAL CAMPAIGN SYSTEM
Penned by Lord Eternus the Everpresent

This set of guidelines is for a map based campaign that could support almost any game system, requires little in the way of book keeping, and allows players to fight battles on an infrequent basis, so that the campaign should not suffer if players flagging dedication or other commitments interfere with the course of the conflict.

Forces

For this campaign system, the various forces involved in the fighting should be split into Factions. The composition of the Factions will depend on the armies of players taking part, and the Narrative that will give the campaign its context. If there are enough armies of the same type, then these could form a Faction in their own right, such as an invading Tyranid Hive Fleet, or Horde of Warriors of Chaos, but if there are many different armies, then they could form either multiple smaller Factions of army types or simply be split between forces of ‘Order’ and ‘Disorder’.
The composition of the Factions should be agreed by the players and/or the Campaign Organiser before the Campaign commences, and the Factions will be fixed for the duration. However the split of forces is determined, the number of players in each Faction should be as even as possible. The number of Factions you choose is entirely dependant on preference and the number of players and armies available.

There is no reason why a single player could not control multiple armies in multiple Factions, but obviously, these armies will not be able to fight against each other, unless an alternative commander steps in to command one of the forces!

The Map

The Map is mainly for aesthetic value, intended to illustrate the various locations of concern in the area being fought over, and to give a visual context to the Campaign. It will not be used for measured movement. The Map can be of anywhere – if it’s a Warhammer Fantasy Campaign you’re planning, the Map could show an area of the Old World, or Lustria or the Border Princes, and if it’s 40K you’re going for, then it could be a continent on a Hive World, or even a single city on such a world. The Map should include a number of locations or zones. These are the areas that conflict will be centred around and the control of these locations will be the key to victory in the campaign. The number of Locations you decide to have depends on how many people are taking part in the Campaign – the more players, the more Locations you should have, as you don’t want everyone to be fighting over the same few Locations all the time.
It is assumed that all Factions are present to some degree in all locations, and so forces do not move around the map as such. The war being fought is waging across the whole of the map, and the Campaign’s focus is on determining which forces are in control in each area.
One point to bear in mind when creating your map is that it will be the main visual focus for the Campaign, and so it should be as large and impressive as you can make it!

Location Points

Each Location should be allocated a number of points, from 1 to 3 depending on their value – more valuable locations should be worth more points, though around two thirds of locations should be worth just a single point, so that the entire campaign doesn’t end up being focused around a few choice locations. You may decide that a single location, such as a Capital City, should be worth more points, to make the importance of this location clear, and make all battles fought around this location tense and exciting.

Special Locations

A number of the locations may be special locations which bestow certain benefits on the Faction that controls them. For example, if a Factions forces control a Space Port, then this might allow armies that are part of that Faction to add 1 to reserve rolls while they control the Space Port during battles fought in that location and adjacent locations, as they are better equipped to move forces around the map than other Factions. If a Faction controls a Promethium Fuel Refinery, this might allow armies in their Faction fighting in the vicinity to choose an additional vehicle choice that does not count towards their force organisation, to signify their easy access to fuel supplies and therefore ability to field more vehicles, or it could alternatively allow a single vehicle choice to flank, due to their ease of redeployment while fuel reserves are not a concern.
You should discuss the various benefits to ensure that none of them are overwhelmingly powerful, but significant enough to make them desirable – also, the number of special locations should probably not exceed a ratio of 1 – 4 compared to standard locations. The rules attached to special locations should add additional excitement to the Campaign, not dominate strategy, and controlling the most Locations is generally more important than specifically which Locations you control.

Controlling Locations

Each location will have a status, which is determined by the current state of the conflict in that area. The state of the conflict is determined by working out which Faction has accumulated the greater tally of victories against their enemies compared to defeats, by deducting a Factions number of Defeats from their number of Victories. This will give them a + or – figure, which is called their Power Indicator. The Faction with the highest Power Indicator Controls the Location. For example, if two Factions are fighting over a Location and Faction 1 has won 5 battles at that Location and lost 3, it’s Power Indicator is +2 (5-3=positive 2). If the Faction had won 3 Battles and lost 6, then its Power Indicator would be -3 (3-6=negative 3). If the other Factions Power Indicator is lower than this, then Faction 1 Controls the Location. If no Faction controls the Location, then the status is ‘Contested’. A Controlled Location yields the number of points attached to it to the controlling Faction, along with any Special Rules benefits associated with the Location. A Contested location yields no points, and no Special Rules are used.

Fighting Battles

A battle is fought by two or more commanders from opposing Factions arranging a game as they would normally, applying any additional rules allowed as a result of Controlling Special Locations, to any agreed points value. They must choose a location for their battle to be fought over, and the result of the battle recorded so that the Factions Victory percentage in that Location can be calculated.

Victory!

The Victorious Faction in the Campaign will be the Faction that has the most points at the end of the Campaign. The duration of the Campaign should be decided before the Campaign commences, and should either be a set number of weeks or when a certain Faction has reached a certain number of points in the Campaign. I recommend that the number of points required to win should be 75% of the points available on the map. This should allow a satisfactory conclusion to the campaign without requiring complete control of the map, which is a very tall order – but try it if you like! If you are playing to a set timescale and at the end of this time there is a tie situation, then use the following list to determine the Victor. The list runs in order of importance from top to bottom, and you should go as far down the list as is necessary to determine a Victor:

The Winning Faction is -
1. The Faction which has the greatest number of Location Points
2. The Faction which Controls the greatest number of Locations
3. The Faction which Controls the greatest number of Special Locations
4. The Faction which controls the greatest number of ‘top value’ Locations
5. If you still haven’t determined a winner by this point, then it really is a stalemate!

These Campaign guidelines should be treated as just that, guidelines, and players should feel free to alter or abuse them (by agreement with their fellow gamers!) in any way they see fit, so if you find that players on one Faction are dropping out, then maybe a player from the opposing side could defect?! In any way, it’s your game, do what you like, just enjoy the campaign!

Baragash
30-03-2010, 15:18
I like this, it looks like my 40k one I've been using for years, but stripped down a bit.