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Re: [GZG] Campaign Rules and Victory Conditions

From: Brian B <brianbinor@g...>
Date: Tue, 17 Jan 2006 14:55:59 -0800
Subject: Re: [GZG] Campaign Rules and Victory Conditions

On 1/17/06, John Tailby <john_tailby@xtra.co.nz> wrote:
> > From: "Thomas Barclay" <kaladorn@magma.ca>
> > Date: 2006/01/18 Wed AM 11:23:00 GMT+13:00
> > To: <gzg-l@lists.csua.berkeley.edu>
> > Subject: [GZG] Campaign Rules and Victory Conditions
> >
> > On a GZGverse Campaign Book:
> >
> > This almost seems like a 'per gaming group' thing as if you write
the 'verse to be
> Agreed. Different gaming groups will have prefernces for how big their
meta game will be. Some people like playing "accounting in space" and
having to manage large amounts of money and internal trade within their
territory.
>
> This gets you into potentially lots of detail about fleet tenders,
bases, resupply manufacturing capability population base etc. The actual
ship battles can become a small part of the overall game.
>
> What GZG could do is publish a series of missions liked by a narrative
campaign.
>
> All the issues outside of the FT game don't need to be addressed.
>
> Each mission can be a stand alone game or linked so that the winner of
the previous mission gets a bonus to the missions down stream.

The Campaign sourcebooks for Renegade legion did a good job of this,
including some that linked scenarios for the space and ground games.

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