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Made in us
Been Around the Block





Yakima, WA

Hey Dakka Dakka!

I am wanting to do a campaign for my club. I was hoping to get some awesome Dakka Dakka feedback/ideas!

Anybody that has run a campaign in the past and has some good ideas about how to do it, please let me know! I would love any input at all!

Thus far my thoughts are as follows:

The game would be based over a certain period of time, rather than a certain number of games. So the campaign could last 2 months, in which time the players of the club would need to organize games with whom they would like to attack.

I would like to have some sort of planetary invasion aspect to the game. There are 5 of us in the club. I was thinking of giving each of us 3 "worlds" that they have control over that would be worth a certain number of points for controlling the planet. Each planet would be further broken down into 3 "sections", also worth a certain number of points.

Example: Each player has a single planet at the beginning of the campaign. Each planet has 3 continents on it, each worth 1 campaign point at the end of the campaign.

When assaulting a planet in which you have absolutely no control you would play the planet strike expansion rules. Those rules would have to be tweaked slightly to work with the 7th edition rules. But I think it is doable, although I haven't finished reading the book yet.

The three continents of each planet could be different types of games also. Each planet could have one continent that had a "Hive City" in which the Cities of Death expansion could be used when assaulting/defending that continent. Another could be a "Cultural Hotspot" so when assaulting/defending that continent you would play a mission from the Battle Missions expansion of the defending army. And the third continent could be a random between Eternal War and Maelstrom missions.

Because there are some players that are more active than others in our club, it was my thought that having the game take place over a set amount of time rather than a set number of games would help to level the playing field and incentivize less active players to play more. A further thought would be to have the winner of each campaign game played awarded a campaign point. In this case we could have the continents of each planet worth more than a single campaign point so that having control of a continent at the end of the campaign would be worth more points than a single win. There could also be a bonus for controlling an entire planet.

So these are my thoughts for a campaign. Please let me know what you think! Let me know if you have any suggestions or ideas of how I could make it better. Or even a completely different campaign idea!

Thank you so much Dakka Dakka!

Lopis
   
Made in us
Storm Trooper with Maglight



In Warp Transit to next battlefield location, Destination Unknown

With 5 players you could do it any number of ways. The only drawback from what you have listed so far is that it might require more bookkeeping than you are prepared to handleI.

I reccommend maybe setting all the players on 1 world to start. You coulD use A Risk board game map as a set up. I am thinking of doing the same for my 7 players.

Cowards will be shot! Survivors will be shot again!

 
   
Made in us
Been Around the Block





Yakima, WA

That is not a bad idea. However I was kind of thinking of keeping all the planets on one big map in our gaming room. So while it would be different "planets" that we were all on, it would still be one map.

It could be the same as continents with countries.

Does that make sense? Or do you still think it would be too much book keeping? Have you done this before? What types of problems am I likely to run into?

Thank you Sykojak!
   
Made in us
Confessor Of Sins




WA, USA

I would advise towards having some kind of set game around. Having it just based over time seems more friendly, but it can drastically affect the game as it means the player who can play more has more potential to gain ground and benefits than the player who can only play infrequently. I would set some kind of a schedule and give your players flexibility to pursue it in a window of time, for example you say that they can play 2 games a week that count.

The system you have now rewards playing multiple games. If I can't play, and that means I am guaranteed to lose to the person who can, why should I play?

 Ouze wrote:

Afterward, Curran killed a guy in the parking lot with a trident.
 
   
Made in us
Been Around the Block





Yakima, WA

I agree with your argument Curran12. I was thinking of implementing some sort of minimum/cap on the number of games. Say each player must play a minimum of 2 games per month and no player can play more than 4 campaign games in a single month (They could of course play friendly pick up games).

Without having some sort of minimum/cap in the number of campaign games my thoughts were that if a player didn't fight a single battle during the campaign they would still have a total of 10 campaign points at the end of the 3 month campaign. 3 per continent and a bonus +1 campaign point for controlling an entire planet.

That may or may not be enough to offset inactive players.

I also wanted to use this as a sort of way to inspire the club to play more also. And make their own terrain for specific battles. The whole campaign is meant to be an inspiratory effort to bring more activity to the club. And that was why I thought that rewarding the people that play more games would be beneficial.

I agree though. And this campaign is our club first. So it is really an experiment. We are playing friendly, but we love a little competition. Thank you for your suggestions! What do you think of my reply?
   
 
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