GZG List archives -- October 2005

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Re: Re: [GZG] First go at a campaign - some questions



> 
> From: Claus Paludan <cpaludan@xxxxxxxxxx>
> > One fundamental problem of this sort of campaign system is that the side
> > that starts winning tends to keep winning - it gets more planets, has
> > more resources, builds more ships and wins more battles, and several
> > turns before the game ends it's clear who's going to win. Backstabbing
> > and mutable alliances seem to be the only way round this that I've
> > encountered.
> 
> I don't even know how many players I will have. There's potential for up 
> to 9 players at the moment 2 FSE, 2 UNSC, 1 ESU, 1 NAC, 1 NSL, 1 Kra'Vak 
>   and one player who resently moved to Denmark - he has several fleets, 
> but I don't know which ones.. If all want's to play I will probaly go 
> abstract in many places to help ease running the campaign. The fewer 
> players (and depending a bit on which players) more RPG and narrative 
> and detail can be added.
One issue that can occur with any "all on all" campaign is that the way to win is for 2-3 players to ally together and then they crush 1-2 people very quickly for negliable losses. Its not really much fun or even a test of skill if you are playing battles where you are outpointed 2 to 1. 

With the kind of mix you have you could easily get the 2 FSE and the ESU player allying and then just about everyone else would need to ally to keep them off.

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