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[GZG] Campaign Rules and Victory Conditions

From: "Thomas Barclay" <kaladorn@m...>
Date: Tue, 17 Jan 2006 17:23:00 -0500
Subject: [GZG] Campaign Rules and Victory Conditions

On a GZGverse Campaign Book: 

This almost seems like a 'per gaming group' thing as if you write the
'verse to be
Carrier-centric, the fighter jocks will be happy. If you write it LoB
heavy, the SDN crowd
will be happy. If you can jump into a system anywhere, the dreaded
near-C rock crowd will 
be overjoyed. It might be an interesting collaborative project to
develop a version of
this for a particular gaming group (Hmmm, I might know one...). But I
don't see it being
really in the spirit of generic gaming for Jon to bother with this.
Plus, we're at T+19
years since BDS was promised, so don't hold your breath... 

On Campaign Rules:

Roger wrote a good start at them. And Phil Pournelle had written some
good sensor rules
IIRC. And I took a stab at strategic movement speeds in FTL, the hazards
of pushing a
drive (jump shock/transit stress) and the crew by repeated FTL jumps and
a stab at
figuring out how civilian and military drives might differ, etc. Maybe
pulling some or 
all of this sort of work together could get a workable set together
usable by gaming
groups who liked it (or at least give others a basis for departure). Not
an official
solution, but an *available* solution. 

On Victory Conditions:

If, in the scenario, you can't win, but you can win in a strategic sense
by doing some
damage, then here's an example:

The side that will win gets VPs as follows:
1 VP for first threshold on the target ship
2 VP for second threshold on the target ship
3 VP for third threshold on the target ship
4 VP for the final threshold on the target ship
Total possible: 10 VP

The smaller side, who can't legitmately win, but for whom damage
inflicted is of
disproportionate value, gets VP as follows:
4 VP for the first threshold on the target ship
8 VP for the second threshold on the target ship

So, in this sort of case, the smaller ship wins if he can work through
two thresholds
on the enemy vessel, even if he is destroyed. If he can work through 1
threshold and
get away before taking his third threshold, he'll also win. 

Now, this makes no accounting of NPV/CPV nor does it make accounting for
hull boxes,
instead using thresholding. And it also ignores systems damage. But you
can see the
principal - make the damage the smaller side is going to score, knowing
it won't be
a lot, worth enough to counterbalance the fact the larger ship will be
pounding it. 

That's one example, and a very coarse and quick one. 

TomB

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