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		<title><![CDATA[Latest posts for the thread "Possible Campaign Rules"]]></title>
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				<title>Possible Campaign Rules</title>
				<description><![CDATA[ <span style="font-size: 24px; line-height: normal;"> </span>Warning not for Equality but for fun <br /> <span style="font-size: 12px; line-height: normal;"> </span> Hello i am wanting to start a planetary empires campaign with modified rules. <br /> <br /> I think that when you take a area you should get points per "Turn" like a standard sector gives 25 p/t while a manufacturer gives 50 p/t<br /> You should be able to spend these on units or on fortifications in an area<br /> Also you should have area affecting rules like the apocalypse but to one sector. like you have to go clear a zombie apocalypse up while a warp storm is just a one turn thing.<br /> The way this should be settled is you roll a <span class="glossaryitem" onmouseover='gp(24);'>d6</span> for each area and on a  <img src="/s/i/a/952e23cd79da52378121f005b5465fb7.gif" border="0">  you get a "spike" on the radar then on another <span class="glossaryitem" onmouseover='gp(24);'>d6</span> roll if its 1-3 its nothing, but 4-6 its a something.<br /> I normally don't like how bases work so here were some ideas i came up with. <br /> You (defending player) get extra fortifications and you get to place terrain. You could also allow army specific fortifications<br /> You get 500 extra points to defend with (extra units, generally troops) so it means something to try to take a player out.<br /> Also you could get an army specific ability. IE: reanimation on a 4up, 3up with an orb                   <br /> <br /> <span style="font-size: 18px; line-height: normal;"> </span>If you have any Ideas post below, or if you have any changes you think would be better also post]]></description>
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				<pubDate><![CDATA[Sun, 13 Apr 2014 18:28:50]]> GMT</pubDate>
				<author><![CDATA[ lorax111]]></author>
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				<title>Possible Campaign Rules</title>
				<description><![CDATA[ <a href="http://theimperialpatrol.blogspot.co.nz/p/the-campaign.html" target="_blank" rel="nofollow">http://theimperialpatrol.blogspot.co.nz/p/the-campaign.html</a><br /> <br /> Read that and the links below. I am having a great time with it as are the other players.<br /> <br /> Pretty much, each player has a huge number of points, but they can only take a certain amount of points of the huge number per game. <br /> <br /> If you loose a model, that model is gone forever. <br /> <br /> There are cool elements, for example im using the campaign section at the back for ideas and it will be a kind of story as things escalate.<br /> <br /> Anyways have a read, you may get some ideas.  ]]></description>
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				<pubDate><![CDATA[Sun, 13 Apr 2014 19:56:24]]> GMT</pubDate>
				<author><![CDATA[ Swastakowey]]></author>
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				<title>Possible Campaign Rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/80fb0db805a25640d817dc5028a4b941.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/589681/6722528.page"><b>Swastakowey wrote:</b></a><br/><br /> Pretty much, each player has a huge number of points, but they can only take a certain amount of points of the huge number per game. <br /> If you loose a model, that model is gone forever. <br /> There are cool elements, for example im using the campaign section at the back for ideas and it will be a kind of story as things escalate. </div></blockquote><br /> <br /> I've run campaigns like that before, and they are a LOT of fun. The problem you end up running into is if one player has a series of unfortunate games, he begins to fall behind very fast and often times won't finish the campaign. No one wants that. The points per turn is a similar scenario, as a player that has a good couple of games in a row will take a drastic lead and other players tend to get discouraged. What me and my friends are playing with right now is a ratio type campaign. You get points for each win, divided by the number of games you've played, and the person with the best ratio is in first and so on. This way if a player is out for a few games he doesn't completely fall out of the campaign, and even players who win often can be caught by a few good games of other players. Not sure how this would work in a tile or map based campaign, but worth experimenting with <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.<br /> <br /> Good luck with your campaign! Always fun, even if you end up losing.]]></description>
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				<pubDate><![CDATA[Sun, 20 Apr 2014 14:36:04]]> GMT</pubDate>
				<author><![CDATA[ Pryamarch]]></author>
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				<title>Possible Campaign Rules</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/efbed30ca700f5ffe8a436595259642b.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/589681/6745582.page"><b>Pryamarch wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/80fb0db805a25640d817dc5028a4b941.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/589681/6722528.page"><b>Swastakowey wrote:</b></a><br/><br /> Pretty much, each player has a huge number of points, but they can only take a certain amount of points of the huge number per game. <br /> If you loose a model, that model is gone forever. <br /> There are cool elements, for example im using the campaign section at the back for ideas and it will be a kind of story as things escalate. </div></blockquote><br /> <br /> I've run campaigns like that before, and they are a LOT of fun. The problem you end up running into is if one player has a series of unfortunate games, he begins to fall behind very fast and often times won't finish the campaign. No one wants that. The points per turn is a similar scenario, as a player that has a good couple of games in a row will take a drastic lead and other players tend to get discouraged. What me and my friends are playing with right now is a ratio type campaign. You get points for each win, divided by the number of games you've played, and the person with the best ratio is in first and so on. This way if a player is out for a few games he doesn't completely fall out of the campaign, and even players who win often can be caught by a few good games of other players. Not sure how this would work in a tile or map based campaign, but worth experimenting with <span class="glossaryitem" onmouseover='gp(72);'>imo</span>.<br /> <br /> Good luck with your campaign! Always fun, even if you end up losing.</div></blockquote><br /> <br /> Yea my team is falling behind after a 3 game loosing streak. Its still fun but ill have to make under dog rules if it continues this way. <br /> <br /> We are all close friends who play at the very least once a week so I just have to worry about the fun factor. <br /> <br /> Thanks dude, ill take on the advice. ]]></description>
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				<pubDate><![CDATA[Sun, 20 Apr 2014 21:25:18]]> GMT</pubDate>
				<author><![CDATA[ Swastakowey]]></author>
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				<title>Re:Possible Campaign Rules</title>
				<description><![CDATA[ No problem. If you come up with a way to incorporate it into a map type scenario, let me know. It'd be fun to play a map based campaign again.]]></description>
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				<pubDate><![CDATA[Sun, 20 Apr 2014 22:28:24]]> GMT</pubDate>
				<author><![CDATA[ Pryamarch]]></author>
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				<title>Possible Campaign Rules</title>
				<description><![CDATA[ We have a map, but it doesnt really do much. Ill let you know, next time we are incorporating fleets so we will have planets which will have bonuses instead. ]]></description>
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				<pubDate><![CDATA[Sun, 20 Apr 2014 23:34:31]]> GMT</pubDate>
				<author><![CDATA[ Swastakowey]]></author>
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