Prev: FW: campaigns Next: Re: FW: Capital Ships in Campeign Games

FW: campaigns

From: Paul Calvi <tanker@r...>
Date: Fri, 28 Mar 1997 16:17:12 -0500
Subject: FW: campaigns

Sounds like you may have TOO much detail for my tastes.

Paul

----------
From:  Donald A. Chipman III [SMTP:tre@intelli.com]
Sent:  Friday, March 28, 1997 6:15 AM
To:  FTGZG-L@bolton.ac.uk
Subject:  Re: campaigns

I've been working on campaign rules for about 6 months now, but the
still require a lot of tweaking.  At 50+ pages, I'm STILL not done yet.
The level of resolution required for a campaign on the level I'm trying
to simulate has forced me to add a few new systems and modify others. 
FTL drives are costed out according to the speed they can move during a
campaign turn; they cost half what regular drives cost for the same
"speed".  I use different armor rules, and I've modified James Butler's
Bridge rules to simulate the amount of ships a single flagship can
command.
I've added a few campaign level systems: Cryo Units (for moving large
amounts of population from point a to point b), Colony Modules (Sets up
a base habitat), and Repair/Resupply Modules (for fixing ships too
damaged to make it back to base), etc.
Campaign level turns are 1 month, broken into 4 1-week segments.  I've
come up with like 50+ random events cards, as well as what I feel is a
pretty strong backbone for legendary character creation (it's a mini FMA
RPG in its own right).
Anyway, I'm toying with the idea of buying a domain name and setting up
my own site; when I do, I'll post my mad FT Campaign ravings there.

Take care,

Tre


Prev: FW: campaigns Next: Re: FW: Capital Ships in Campeign Games