Help support TMP


"What would you look for in a campaign system?" Topic


102 Posts

All members in good standing are free to post here. Opinions expressed here are solely those of the posters, and have not been cleared with nor are they endorsed by The Miniatures Page.

Remember that you can Stifle members so that you don't have to read their posts.

For more information, see the TMP FAQ.


Back to the Computer Moderated Rules Message Board

Back to the ACW Discussion Message Board

Back to the Napoleonic Discussion Message Board

Back to the Ancients Discussion Message Board

Back to the Blogs of War Message Board

Back to the Campaign Message Board


Areas of Interest

General
Ancients
Napoleonic
American Civil War

Featured Hobby News Article


Featured Link


Featured Ruleset


Featured Showcase Article

1:72nd IMEX Union Soldiers

Personal logo Editor in Chief Bill The Editor of TMP Fezian prepares to do some regimental-level ACW gaming.


Featured Profile Article

Report from Bayou Wars 2006

The Editor heads for Vicksburg...


7,178 hits since 7 Apr 2012
©1994-2024 Bill Armintrout
Comments or corrections?

Pages: 1 2 3 

Zephyr40k17 May 2013 12:38 p.m. PST

While I am a serious grognard and love 'crunchy' campaign rules systems, I have yet to find a gaming group that would go for this.

The best I have come up with in developing a campaign system that people will play is this:

1. At the start of the campaign, each player gets X number of generic territories.
2. People play games at their own pace and at their own schedule. When two people play a campaign game, the winner takes a territory from the loser.
3. The campaign is over and someone wins when one player acquires Y number of territories.

That's it. No maps, no casualty carry-over, no experience tracking. No "I'd love to play Jim but our armies are nowhere near each other."

Now, that being said, there are ways you can extend this, make it more interesting, depending on the tastes of your players. Potential optional rules include:

(A) Handicapping. If 2 players have a game where one has more territories than the other, the player with fewer territories gets extra points / units / bonuses whatever. This encourages players who are not doing well to stay in the campaign and not drop out.

(B) Terrain rules: If your players like building, you can have them build things in their territories (mines, temples, ports, etc) that have in-game effects.

(c) Commander experience: you can have army generals gain experience, getting special abilities over time if they survive long enough.

Things like that.

Nasty Canasta17 May 2013 5:07 p.m. PST

Women.

Oh, and plenty of brown liquor.

Pages: 1 2 3 

Sorry - only verified members can post on the forums.