GZG List archives -- October 2007
Re: [GZG] Campaign rules (was Re: [FT] New Campaign from John Tailby)
Hi Simon,
Like the rules - very detailed. How did you handle all the record keeping?
This seems to be a problem with more detailed campaign rules and systems -
they generate enormous amounts of data and you can end up playing
"Bureaucrats in Space" rather than actual tabletop gaming - though you guys
seem to come from a role-playing background so perhaps the UN meetings were
as much fun as the actual battles?
Lots of neat ideas, though! I like the UN concept and the auditing/voting
system - also the trade nodes. And the fleet/task force structure. (A
problem I'm having in the campaign I'm running is that we're now getting
fleets of 3000 - 5000 points running around and a game can take 10 hours
with forty plus ships a side).
Did you ever get to play Ver 2, or did everybody graduate and get mortgages?
:(
Regards
David
> From: mintroll-ft-list <mintroll-gzg-ft@xxxxxxxxxx>
>
> As a small plug, to my now dead campaign (it ran for a whole year - which
> I think was pretty good going), if you want to use any of it be my guest
> (though I guess your group won't be interested in the resources rules). I
> did write up some nicely formatted summaries, especially of all the weapon
> systems - including stealth and decoys etc:
> http://fullthrust.2-72.co.uk/systems.html
> and the playtest fighter rules (no idea where they currently stand though,
> I believe there was another idea posted):
> http://fullthrust.2-72.co.uk/fighters.html
> I don't really contribute to the list, but I still read it every now and
> then. I did spend such a long time writing all that stuff up - makes me
> feel better if other people find it useful/use it.
> Yeah, my group liked the logistics stuff more - in fact, to be honest we
> designed a space campaign using FT as the combat resolution system. If I
> ever run another one I'd tone down so many of the rules. Still, you have
> to learn things the hard way sometimes.
> Simon
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