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Made in us
Fresh-Faced New User




One of the big draws of skirmish games, to me, is the campaign aspect. This narrative aspect to gaming is what will more determine whether or not I play a game. Playing a series of stand alone skirmishes is not nearly as satisfying as seeing gangs evolve and develop over time as they add new members, develop new skills, and yes, sometimes lose members.

I came up with these quick and dirty campaign rules. They are not meant to be exhaustive, or realistic. It's just a way for our gaming group (which consists mostly of myself and my two children) to develop personalities and have our gangs change over time. Feel free to use or tweak them in any way you see fit that works for your group. Enjoy!

Gaining XP:

After the battle, every character is eligible to gain experience points. Award experience points as follows:

+1 XP for causing a wound
+1 XP for taking an opposing character out of action

If the winning gang’s starting Fame is more than 125% of the losing gang’s Fame, there is no additional XP gained.
If the winning gang’s starting Fame is between 75% and 125% of the losing gang’s Fame, award +1 XP to every character of the winning gang that did not go out of action.
If the winning gang’s starting Fame is less than 75% of the losing gang’s Fame, award +2 XP to every character of the winning gang that did not go out of action.

Additional XPs can also be awarded for scenario specific goals set out in advance

When a character gains 5 XP, he can increase any one attribute by 1 point, keeping in mind the upper limit of 6. If this brings any ATR to 4 or 6, or increases INT so that the character can learn another skill, choose an appropriate skill and add it as well.

When a character gains 25 XP, they also add 1 point to their HP and DP, to a maximum of 3.


Wounds:

If a character ends the game out of action, roll one d6 for every point of stamina. Take the highest die rolled, and apply the following results immediately. NOTE: If a character is taken out of action, but is healed by a doctor, and does not go out of action again, they would NOT roll on this table.

1 - Character is dead. Remove them from your roster.
2 - Character has suffered a permanent wound. Randomly select an Attribute, and permanently lower it by 1 point. Note that this may cause the character to lose a skill as well.
3 - Character has suffered a permanent wound. The controlling player may select an Attribute, and permanently lower it by 1 point. Note that this may cause the character to lose a skill as well.
4 - Character has suffered a temporary wound. Randomly select an Attribute, and lower it by 1 point for the next battle only. Note that this may cause the character to lose a skill as well.
5 - Slow recovery. The character must miss the next battle.
6 - The character recovers completely in time for the next battle.

Modifiers: If the gang includes a doctor, add +1 to the die. Note this means that if you have a doctor in the gang, none of your characters can die. The exception, of course, is if the doctor himself is out of action, in which case do not add the modifier.


Equipment:

I am not sure what to do for this, since gangs can start with pretty much whichever equipment they want. These are my initial thoughts, so that you can get better gear for your characters as they increase in XP, but that gear is not unlimited.

Roll one d6 for each gang after each battle. The winning team gets a +1 to the roll. Teams with a gambler character can roll an additional d6 and take the higher of the two rolls.

The roll determines how many new items are available to the gang. Then roll one d6 for each item to determine its level. You may distribute the new items among your gang as you wish. Remember that STR limit to how many items can be carried. Discarded items can be given to other characters. Items that are not reallocated are lost.

This message was edited 1 time. Last update was at 2012/12/20 16:41:01


 
   
Made in us
The Last Chancer Who Survived





Norristown, PA

We already have some campaign rules You can download them on the rules download page here

http://blackwatergulch.com/blog/blackwater-gulch-preview-rules/

They're test rules, but mostly because we couldn't fit them into the new rulebook. Some day we'll but together a big hardback rulebook and then the campaigns will be more official. Or maybe we can also add them in with the weird west expansion rules?

   
Made in us
Fresh-Faced New User




Thanks, I had not seen those yet. I will take a look.
   
 
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