|
Are you going for a more narrative or more competitive campaign? When it comes to narratives, I think having some sort of third party Game Master like in DnD helps create a much more enjoyable experience since he/she can throw in a number of wild missions, scenarios, and situations that the player has to deal with. Lately, I've been experimenting with a Co-op Player vs Environment (PvE) style campaign where a small group of players ally together an army to deal with challenges set by a GM. The GM can be as fair or unfair as they like as long as it continues a story and the players feel like they're the ones writing it. If you do a competitive style campaign, you can run a map based one either with hexes, planets, etc. (I really want to incorporate the tiles from Forbidden Stars!) and have them take control depending on victories. A few things to be careful with competitive campaigns is being too hyper competitive and players who run away with an overwhelming number of victories. You can curb some of this by having players each pick their own mission objectives to go for and having each one rack up points regardless of how badly they get "beaten". For example, you could have a way for players to score points in either their alliance control, army fame, or warlord experience points separately depending on what they do in battle.It also might help to limit the number of battles that can be fought per week so that you don't TFG who lives in a game store rack up so many games.
|