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Made in it
Regular Dakkanaut




So, now that we have a lot of materials to work with, between 2 Chapter Approved, the Vigilus book with a second one coming, Kill Team with a couple of expansions and more, I'm thinking of trying to come up with a Campaign system that kinds of connects everything together, like a unified theory of sort.

My Main inspiration for it is actually Dawn of War: Dark Crusade. Or Risk if you prefer a tabletop analogue, I guess. The idea is to have a broad objective, like: "conquer Planet X". Then the players each decide to play which faction, how to ally themselves, form some teams, go for a free for all and so on. Then, the planet map is divided into zones, each one with a different objective and rule. Each zone also has an ownership.
Each player then, each turn can decide to do an action. Of course most of them will trigger and engagement.
If the battle is over a relay outpost that if controlled gives a stratagem or some other kind of bonus, or an abandoned facility, a kill team battle could be required. If it's like a battle in open field, a classic 40k game of eternal war.
If it's a city conquering, it could require multiple phases, as infiltrators try to subdue defences in kill team before the main assault in classic 40k, but with city figthing rules from CA2018.

Final objective should be tied to some abstract resources like in kill team or a more concrete objective, like "win against the enemy base" like in Dawn of War.


I don't know if anyone has already tried to do this. Any advices, ideas on how to conduct this kind of games?
   
Made in us
Fixture of Dakka





It's a little vague, but that all sounds cool. When it comes to campaigns, the trick is to convey the gimmick that distinguishes it from a series of normal games without making things too complex. Also, be sure to have rules that make it very clear that the campaign will end after X games or on date Y. Campaigns have a bad habit of dying out halfway through if they go on too long and/or have no clear finish line.

A couple half-baked ideas I've been kicking around for my own purposes:

* If you're doing something map-based, consider coming up with a handful (3-5) of different area types (tundra, jungle, desert, city, etc.). Then, give each area type 2 Open War style twists that apply to whatever normal 40k mission you play there. Have a third twist that applies to your smaller-scale (Kill Team) games.

* Consider forcing each player to end up in a fight each round. I've been in several map campaigns where players could pretty easily end up interacting with empty spaces on the map and thus not end up with a game for that week.

* Consider taking the abstract "victory" resources from Kill Team and actually doing something with them. Maybe winning Kill Team missions grants you either Might or Intelligence. You can spend the former to bring up to 10% more points than your opponent and the latter to have more say in what kind of randomly-determined missions you play. That sort of thing.

Also, consider spreading the campaign out across a system rather than a planet. There are ways to explain why every single faction in the galaxy is showing up on a single world at once, but your narrative will likely be less convoluted if you can just say, "Lots of factions have at least a small presence in this general chunk of space."


ATTENTION
. Psychic tests are unfluffy. Your longing for AV is understandable but misguided. Your chapter doesn't need a separate codex. Doctrines should go away. Being a "troop" means nothing. This has been a cranky service announcement. You may now resume your regularly scheduled arguing.
 
   
 
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