Re: campaigns
From: WENMESS@a...
Date: Fri, 28 Mar 1997 19:52:31 -0500
Subject: Re: campaigns
In a message dated 97-03-27 11:12:27 EST, Rob Paul wrote:
> I remember one of Adam's postings from last year describing
some
> WH40K (I think) players using the "Hordes of the Things/De Bellis
> Antiquitatis" minicampaign system for SF, with star systems replacing
the
> cities.
>
> One thing most people get wrong in a campaign is the "Too
Much
> Stuff" syndrome. There are more decisions to make, and therefore
more
gamer
> activity and involvement, if everyone is stretched too thin.
<snip>
> Ignore new construction for the moment-
<snip>
Or don't. As long as we're "borrowing" from other systems, how about
lifting the ship replacement rules from GDW's Imperium? In short, at no
economic cost cap ships return to play after 2 turns, lesser ships after
1.
Replacements are limited to 1 ship/turn, but can be "stacked up" into
the
future. The schedule of replacements can be accelerated by permanently
eliminating ships due to re-enter play on an earlier turn. Upon
review,
maybe an example is called for.
Turn 1 - Say 3 DD's are destroyed. 1 would return to play on turn 2, 1
on
turn 3, and the last on turn 4.
Turn 2 - Bad luck. A BB was sunk. The soonest that it could reappear is
turn
4 (2 turn wait on cap ships, remember?). But because a DD is already
scheduled to reappear on turn 4, the BB must wait until turn 5.
However,
the player has the option of permanently removing the DD from play to
allow
the BB to come in on turn 4.
Now throw in a "points per system controlled" economic system and you've
got
yourself a campaign game.
> Just a few suggestions
> Rob Paul
Good ones, IMHO.
Mike Messenger
wenmess@aol.com