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CAMPAIGN MAPPING AND MOVEMENT

From: DAWGFACE47@w...
Date: Thu, 4 Jul 2002 10:02:14 -0500 (CDT)
Subject: CAMPAIGN MAPPING AND MOVEMENT


a system i have used for many years is simple and straight forward.

it will work for any terrain scale.

i take the BASIC MOVEMENT RATE,  for men on foot, animals, vehicles and
flyers, then modify this by terrain and weather conditions,  this  is
the distance covered during a TURN. 

next i define the TIME a turn consumes (usually a week, but i have used
longer TIME frames).

for a regional campaign, i draw up a map, and then make a clear template
that is  scaled to represent an ACTUAL GAMING TABLE.  thus  when a
battle is due to be  fought, i can  lay the  template out and  find the
types of terrain i need to lay out in a flash.	and t also tels me
exatly how far troops, vehicles, etc, travel during a BATTLE TURN.

all campaigns run into real life problems as players find the world
interferring  with their gaming!

to try and lessen this, in recent  years, i tend to run campaigns with
ALL GAMERS on the same side, and use dice generated enemy forces  for
them to fight.

a gamer not involved as a player force in a particular area are then
given command of the  dice  generated  enemy force.

the catch is, that BATTLEFIELD PERFORMANCE   commanding  both dice and
player	forces, effects the way  that the HIGH COMMAND allocates  assets
to player commanders!

HIGH COMMAND is the GM, plus the variable number of CLOUT POINTS a
player amasses based on his/her battlefield performance!

roughly, CLOUT POINTS  work like this;

a. a win is  worth  1 point.
 
b. a draw is worth 0 point.

c. a loss is worth   -1 point.

it is possible for a player to literally dig a hole and bury his self by
lousy  battlefield performance (one poor guy had -10 CP at one point in
time!)

thus JOE (3 CP) and JOLENE 7 CP),  and BOB (CP 4)  are told the 500
points of wotzit are available	for assignment. now  JOLENE is the
definate leader unless JOE and BOB combine against her, and may still
come out  ahead if she can convince one of them to add their CP to hers,
thus assuring the assets come under her command.

this will work with any number of commanders, and  the GM ALWAYS HAS THE
FINAL SAY, so there is	a final 
arbiter if one is needed. 

for guerilla warfare  or rebellion, there is a pre game  assigned number
that tells you if a region is pacified or active, and a simple dice
chart.

nothing really new here-mostly	ideas borrowed from  reading folks like
DONNY FEATHERSTONE, TONY BATH, etc, and ther smart gamers i have known
over the years.

it works,it is	fun, it is simple.

DAWGIE

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