GZG List archives -- October 2007

Number 41 of 56 messages in this Archive
[Date Prev] Main Index [Date Next]
[Thread Prev] Thread Index [Thread Next]

Re: [GZG] Campaign rules-Nodes



Nyrath the Nearlywise has created a node-map of the Tuffleyverse and posted 
it here

http://www.projectrho.com/ft/ftmap2.html

where it can be found with various other Full Thrust Maps.

Or if you're after other starmaps, try here

http://www.projectrho.com/smap12.html


> Personally, I think that starfaring campaigns that don't use nodal
> movement systems require a lot of extra paperwork and tends not to
> generate as many battles.

> Brendan

Errm, depends what you're fighting over. If it's resources and population 
bases then most starsystems are choke points and that's where you have 
battles. Couple this with some sort of limitation on ship range, be it 
'supply lines' as in John's campaign, or 'radius from command post' as in my 
campaign (which is lifted from the 'Stellar Conquest' boardgame) and then 
approach corridors become apparent and the possibility of defending or 
denying areas is feasable.

Am enjoying this discussion, BTW, please keep throwing the ideas out!

David



_______________________________________________
Gzg-l mailing list
Gzg-l@xxxxxxxxxxxxxxxxxxxxxxx
http://mead.CSUA.Berkeley.EDU:1337/cgi-bin/mailman/listinfo/gzg-l




  • Prev by Date: Re: [GZG] [OT] Re: Sheep
  • Next by Date: [GZG] EFSB Whitestar

  • Previous by thread: Re: [GZG] Campaign rules-Nodes [TOBECLASSIFIED] [SEC=UNCLASSIFIED]
  • Next by thread: [GZG] comics and Ground Zero

  • Main Index | Thread Index | Author Index | Archive Index

    roger@nospam.firedrake.org
    Generated: Mon Nov 05 02:07:16 GMT 2007