Re: [Campaign] Criteria
From: John Atkinson <johnmatkinson@y...>
Date: Wed, 3 Jul 2002 21:22:13 -0700 (PDT)
Subject: Re: [Campaign] Criteria
--- "laserlight@quixnet.net" <laserlight@quixnet.net>
wrote:
> Thinking about campaigns again. What are the
> characteristics of a good campaign game?
> a. simple (intended to generate battles rather than
> for its own sake)
> b. provision for quickly resolving "uninteresting"
> battles
> c. gives context to battles / provides reason for
> fighting uneven battles
> d. unit histories add color
> e. provides inducement to fight (so both sides don't
> just sit there and build)
> f. minimizes penalty for fighting (eg with
> cheap/free replacements)
> g. limits attempts to build an unstoppable horde (eg
> high maintenance costs)
> h. minimal record keeping
>
> Anything else?
Strategic Campaigns bore me silly.
Maybe I'm a totally unique freak of nature, but I want
a campaign system that doesn't feel like Command and
Conquer. I want "Here's what you have Admiral (or
General), use it wisely." Maybe some reinforcements,
but pretty much only frigates--you loose your only
Dreadnought, you're screwed.
You see, when you get into the whole gather
resources/build cycle, you're essentially running as
the President/Legislature but with no political
restraints. Oh, and micromanaging your military down
to a tedious level.
And if you do have political restraints, you spend
more time worrying (as do RL politicians) about
keeping your people happy rather than fighting, which
is what I care about.
John
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