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[GZG] campaigning

From: Bob Blanchett <bob.blanchett@i...>
Date: Fri, 25 Jun 2010 09:51:46 +1000
Subject: [GZG] campaigning

There's a very strong case for blending optional/chosen abstract
resolution systems in with  Tabletop battle generation systems	in any
FT campaign rules IMO there are players who prefer or are better
adapted to be admirals or captains an in finding enough players for a
campaign I think you need to do this to gather both types.

PP:F has been the basis of all my campaign systems since it came out;
I think its great.

the practical upshot of most campaigns i've run, albeit not for 2
years now is that an abstract battle resolution system is necessary,
in addition to getting scenarios on table.

getting players together in the same time same place  is getting
harder in this time poor world,
it enables geographically distant players to participate, which also
lends a "tyranny of distance'" element to C2I.

I say optional/chosen as there may be cases where players may want to
choose to fight on table. I'd always give either player a limited
ability to force a tabe game, but not to defer it.

In terms of avoiding "monster stack" battes you sometimes get; thats
what  C2I limits and admiral skill and battle site choices are for;
trade off in this regard make sense.

missions: Including in campaign rules requirements for how and where
insystem players get  to deploy forces to hold, produce, recon	and
monitor areas also mitigates against this. distinguishing between
raiding, battle, recon , escort, patrol etc. is also useful.(which
sounds a bit travelleresque to come to think of it.)

For abstract resolution I use a squadron-organized (not squadron units
but groups ofships in squadrons) battleline/screening matchup type
system along the lines of imperium/housedivided with splashes of
recent high guard mods/PP:F

---
Robert Blanchett
+61 (0)403 911 552
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