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Author Topic: Need some help with a campaign format.  (Read 2436 times)

Offline Bloodysword

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Need some help with a campaign format.
« on: February 21, 2011, 12:41:48 PM »
See as how we're all on vacation this week, my son's and I have decided to play a skirmish campaign.  There will be 4 of us.  I've never run a campaign before so I would like some ideas on how it should proceed.  We would like each round to tie into the next round and that their be some kind of benefit for winning but not so much that a warband who wins alot will be undefeatable.  We will probably be using SoBaH because we are all familiar with it.  Any ideas will be helpful.  Thanks.

Offline alone_withmyaxe

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Re: Need some help with a campaign format.
« Reply #1 on: February 21, 2011, 02:25:47 PM »
Not totally familiar with the SoBaH rules but what I tend to do is give the victor a bonus to hit for a limited time or bonus to damage, or leadership/morale. The rule being they have recovered an once only use object, or have something that can effect the opposition. That way it is usfull if you are tactical with it, but wont un-balance the game.

So lets say they are on there way to a tower to save a princess, (final game), they would have to pass through the mystic swamp (prior game/games). In the mystic swamp is a shrine, whoever wins that game takes power from shrine that allows them to know an extra spell for the next game, or gives them better magic resistance.

Ran a WHFB campaign last year like this.
The campaign involved a main objective where all the armies would meet and fight and the prior games were about the journey to the objective. All based around a story (I have a map and story if you are interested PM me). So each army that won would take something to use in the final big game. Balanced out quite well in the end, but I did have 8 players!

Hope that helps a little!
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Offline Erny

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Re: Need some help with a campaign format.
« Reply #2 on: February 21, 2011, 03:28:06 PM »
Do you have all the SoBH books? There is a nice campaign sytem included in the last book.

Offline Thantsants

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Re: Need some help with a campaign format.
« Reply #3 on: February 21, 2011, 05:49:24 PM »
Well I'm now pretty familiar with the old GW Orc's Drift campaign - you have three minor engagements as three Orc tribes invade - they then hook up for the final showdown at Orc's Drift against a force of Elves and Dwarfs - their numbers being dependant on how they fared in the earlier engagements.

The early scenarios are designed to be pretty unwinnable, but fun for the Dwarfs, Elves and Humans that get in the way but give that player a chance to whittle down the approaching Orc horde!


Offline Red Orc

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Re: Need some help with a campaign format.
« Reply #4 on: February 22, 2011, 10:53:03 AM »
Apologies if there's stuff here that you might already know, but a while back I wrote a guide to campaigns: and because that's the thing I love above all in gaming, here it is in full. It was originally written for 40k, but has been re-jigged to remove all 40k-specific references. It's still aimed at sci-fi gamers but there's nothing really in it that can't be easily adapted to Fantasy (or any other setting). Sorry if it's over-long.

Anyhow...

Notes and suggestions for organising campaigns

You need to ask yourself various questions before you begin. How long will the campaign be? How many players do you have? How many armies do you expect to use? What terrain and boards do you have? How many, how big, what are they done up as (grassland, urban, snow, that sort of thing)? Will your games be small, medium, large, or some combination? Will you be using rules outside of the main ruleset to simulate aerial or deep-space combat?

What is the scale of the campaign? Are you thinking one planet, one system or a whole sector? Or are you thinking smaller and going for a continent, region or city? It doesn't really matter for the coherence of your terrain collection at any scale between a spatial sector and a continent - you can as easily justify ash wastes, jungle, snow and desert terrain as existing on the same continent as you can say that they represent four different planets - but it's perhaps more difficult to say that they're different sectors of the same city or region.

Find out what the other players are into. Discuss the campaign with them. If you find out they all love the Magnificent Seven, have a scenario where a small force of heroes is battling a horde of baddies for control of a vital outpost. If they're fans of the Sound of Music, have a battle where a small commando team has flee nasty searchers (while singing). These battles can be either part of the normal sequence (eg player 1's attack on player 2 generates the Magnificent Seven scenario etc), or tied to specific locations (eg, the Magnificent Seven scenario is tied to defending the Research Station at Harg Pass), or be 'outside' the normal sequence. This will to a large extent depend on what kind of campaign you decide to play.

What sort of campaign?

There are several different ways you could organise the campaign.

'Map-based': this is probably the easiest for a multiplayer campaign, of 2-6 players. There are thousands of maps you can pull from the net to battle over. If you're stuck, get a map of wherever you live. Draw lines on it to divide it into territories. Lots of territories. I reckon you need 5-10 times the number of players you have (ish). So 4 players = between 20 and 40 territories more or less.

If you do go with a map, I'd say the easiest way to start is get all your players to roll a die. Highest picks a territory, then next highest, all the way round. Each player should maybe have 3 territories if the number of territories is 10 per player; if it's 5 per player, maybe 1-2 territories to start. Each player should also have the same number of armies as their starting territories. These can be small forces, large forces, or a mix, it doesn't matter as long as everyone has the same types. Armies occupy territories by moving into them. If there is another army present, they fight. It's that simple.

However you can make things more complex if you wish. There could be special rules for movement between territories, supply phases (where the more territory you have the more resources you get), scouting/intelligence gathering etc. The territories could be cities, continents, star-systems, whatever you fancy; certain locations could have special rules or special battles (eg, all battles fought on the Shrouded World of Glarn use rules for fighting in darkness; all armies attacking the Fortress-City of Morvog use rules for attacking fortifications).

'Narrative': this is usually better for two-player (or 3 with a referee) campaigns. All you need to do is come up with a storyline and string some battles along it - eg, first battle is a commando mission where player 1 is trying to destroy an enemy installation prior to an invasion; second battle is another small-scale mision, this time both sides are trying to capture a vital strongpoint; third battle is a larger affair where each side is simply trying to destroy as much enemy materiel as possible; the fourth is another commando mission, this time player 2 has sent a hit-squad to asssassinate the invaders' commanding officer; etc.

The 'movie' scenarios from Magnificent Seven and Sound of Music (though not entirely serious suggestions) would fit best with this kind of campaign. This is perhaps not a very 'balanced' way to play, but in a narrative campaign, that's perhaps not so important. The main thing is the story, not the competition. A narrative campaign, more than the others, is really a collaboration not a competition.

'League': this could be the easiest to organise if you have a fair amount of players, say 6 or more; each player plays every other player twice over a couple of weeks or months. Each win provides (say) 2 resource points; each draw provides 1 resource point. These resource points could be represented by flags for territory, markers for reinforcements, conceptual money for supplies or whatever.

It is also the most directly competitive. If this is what appeals to your players, it might be worth instituting a league even with 4 players. If you do run a league, I'd make it of short duration (no reason why you can't start again though!), and limit opportunities to gain too much by 'spending points'. Otherwise one player is likely to become the 'top dog' and just keep winning.

'Tree':
this is probably the most difficult to do easily, and in my opinion doesn't work for more than 2 players - there are way too many variables to calculate. A two-battle tree campaign for two players needs you to prepare 3 battles, because one won't happen; a three-battle campaign needs 7 battles, because four won't happen; a 4-battle campaign needs 15 battles, because 11 won't happen, etc. With more players it becomes a nightmare: player A can battle B, C, or D and win or lose in each case; player B can battle C or D, and win or lose; C can battle D and win or lose. So there are 12 possible results for 2 battles, (10 'don't happen' just in the first round) etc. It's probably the one where there's most likelihood of the person who wins first just continuing to rack up the wins.

Rewards

The amount of 'feedback' is very important in all of these setups, but particularly in the 'League' and 'Tree' types; if you reward the early wins too highly you in effect make it impossible to lose. For example, if the winner of the first battle gets to take +50% pts value to battle 2, they pretty much can't lose. They then get to take +50% to battle 3, meaning another win etc. +10% is probably about enough.

For map campaigns, the more territory you take (resource advantages) the more you tend to open yourself to counter-attack (tactical disadvantage). This in some ways limits the mad feedback effects in other ways of organising, especially if you have to use resources to move - eg, you gain 5 resource points for taking the Shrouded World of Glarn, but you must use 3 of these resource points to cross the perils of space to attack the Hell-Moon of Nazegra, or keep the resources, sit where you are and be attacked next turn. Alternatively, you might have to garrison the territories you've taken; in this case you might still get resources but only if you give up units to 'stay put' in the territory.

In 'Narrative' campaigns, leading to an apocalyptic last battle, the feedback generally kicks in at the end, or somewhat randomly during the course of the story. Eg, in the example of a 'Narrative' campaign above, if the first commando mission is successful, the player 1 could get an extra squad or two in game 2 as they are able to land more troopsin the invasion phase; or if the defender defeats the commandos, they get one or two more squads of defenders; but winning game 3 or 4 might not show an advantage until game 6 (the Last Battle).

Special Rules

As mentioned, you could have all sorts of special rules. If you wished, every single location on a map, battle in a narrative sequence or possibility in a tree could have its own special rules. Battle-specific special rules are not recommended for leagues, though. There the point is the 'level playing field' - everyone should be treated the same.

There could be in-between phases for movement (in a map campaign) and resource-use in map-based and league campaigns. These could potentially be the same thing, such as in the example in 'Rewards' above, where movement costs resources. It may for instance cost 1 resource point to move one unit to a new location - you can move more troops but 'pay more', or move fewer troops but run the risk of not having enough. Or the routes may cost particular numbers of points - the route from Grellbruk to Morvog takes 4 resource points, but it only costs 3 to attack the Research Station at Harg Pass, let's say.

Other uses of resources would be as reinforcements. Perhaps 5 resource points could buy another unit, allow restricted troops to be used, or otherwise affect the number and type of troops at your players' disposal. For instance, only light infantry and scouting troops can be used, until sufficient resource points have been invested to obtain 'specialist' hardware or skills.

In narrative and tree campaigns, these questions are more 'written in' to the battles, but are still there; in effect in a tree campaign, the resources are included in the set up - "if the Plukians win battle 1, the situation in battle 2(a) reflects that victory; if the Nongies win battle 1, battle 2(b) reflects their victory". The special rules of narrative campaigns are part way between map-based and tree campaigns. The battle is 'set' but extra resources or penalties may be used depending on the results of previous battles. We may know in advance that Commander Klugge's Nongian forces will move from Grellbruk to Harg Pass; but if they lost the battle at Grellbruk Bridge - the Plukian Militia destroyed the bridge in time, for instance - Commander Klugge has no tanks; if they won (took the bridge before the Plukians could destroy it), then the Nongian Iron Legion was able to support Klugge's forces and they can use the tanks in the attack on Harg Pass.

Another potential use of resources is for scouting, information gathering, or seizing the strategic initiative. Perhaps the player with the higher resources gets to pick the mission being played, or can chose to deploy first or second, to fire first, or whatever. This could represent the more successful commander ambushing the enemy, spying on his opponent, extracting info from captured prisoners etc. Whichever way, the idea is that success on the battlefield is reflected by increased knowledge of enemy movements and dispositions, and therefore a distinct tactical advantage.

Casualties are another area where special rules can be employed. Indeed, it's difficult to see how things could be otherwise! In any normal tabletop battle game, casualties are usually regarded as 'dead'. But 'dead' in terms of one battle does not necessarily mean dead in campaign terms. In a single game, what the 'death' of a trooper or destruction of a vehicle really means is incapacity to continue in the battle. The soldier may be injured, dazed, unconscious - he may only have lost his equipment or subject to a malfunction! He is unable to participate in the remaining action, but potentially able to recover in time for the next battle.

Casualties should be considered along with rewards; they are two sides of the same coin, and therefore the two systems should not be used together. If the winner of a battle gains extra resources while the loser is penalised, the difference between them will become massive. But as an alternative system to granting rewards for winning, the loser might have to roll a d6 for every model removed as a casualty; on a 3 or more, that model counts as recovered. The winner may return all models to his force for the next battle. By controlling the battlefield, he makes reinforcement easier, is able to give injured troops medical attention more quickly, or can rescue and repair damaged equipment. There are other ways of manipulating this - perhaps both players roll for casualties, the winner on a 3+, the loser on 5+, for instance, but the principle is the same; the loser is penalised in some way for losing.

These are just some of the things that can be considered for a campaign. I hope some of them prove useful.



I also have some simple 'node' maps, though to be honest you're probably better off drawing (or otherwise acquiring) your own. They're more a demonstration of principle than a serious attempt to produce campaign maps. The basic node network can be mapped as land-and-sea, or as star systems. It doesn't actually matter. If you think they'll be any use, please use them.





« Last Edit: April 06, 2018, 09:12:17 PM by Red Orc »

Offline Bloodysword

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Re: Need some help with a campaign format.
« Reply #5 on: February 22, 2011, 12:34:18 PM »
Thank you, that is excellent Red Orc.  I going with the Narrative campaign.  I've got a pretty good story line, I Think?  I really appreciate all of the feed back. 

Offline phreedh

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Re: Need some help with a campaign format.
« Reply #6 on: February 22, 2011, 12:56:32 PM »
Regarding casualties and warband composition, may I suggest the following:
Each warband has two or three characters, the rest are minions, henchmen and redshirts. If any of the characters "die" in game you roll for long term effect between games, while minions are replaced with fresh meat.

I'm struggling myself with a nice "benefits" scheme, to allow a winning warband gain items and loot during games.
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Offline VoodooInk

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Re: Need some help with a campaign format.
« Reply #7 on: March 04, 2011, 08:54:06 PM »
If going with the narrative campaign, then you could use a similar format to the one described here:
http://voodooink.wordpress.com/2010/09/11/havoc-campaigns/
It's easily playable in a week, without any complications, while including a simple force building mechanic.

It allows you to have advantages based on how you perform each round without ever making anyone feel that they are out of the game or overpowered.

Also, if you set this up as a '2 versus 2' campaign, then players have a chance to 'win' individual awards even if their team loses.

Good luck! It sound like fun.
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