Help support TMP


"Five Parsecs From Home. Example of the campaign turn" Topic


8 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.

In order to respect possible copyright issues, when quoting from a book or article, please quote no more than three paragraphs.

For more information, see the TMP FAQ.


Back to the SF Discussion Message Board


Areas of Interest

Science Fiction

Featured Hobby News Article


Featured Recent Link


Top-Rated Ruleset

FUBAR


Rating: gold star gold star gold star gold star gold star gold star gold star gold star 


Featured Showcase Article

Space Marines: "The Deplorables"

Personal logo Editor in Chief Bill The Editor of TMP Fezian has a painting service do Space Marines.


Current Poll


Featured Movie Review


741 hits since 13 Jul 2014
©1994-2024 Bill Armintrout
Comments or corrections?


TMP logo

Membership

Please sign in to your membership account, or, if you are not yet a member, please sign up for your free membership account.
Weasel13 Jul 2014 1:50 p.m. PST

A little sneak peak for you lot.

My crew has 6 members: Alfred, A shady ex-soldier turned true believer, Beatrice, an adventurous colonist, Calvin, a Hulker (think orc but human genemods instead of aliens) and 3 goons (former squad mates that defected along with Alfred.

We've just arrived in-system, and it's time to check out the local scene.

Each turn, I can assign one task to every crew member that isn't injured.

One of the grunts will stay back and guard the ship, while the other two grunts will train to see if I can whip them into shape after all.

Training gives me a 1 in 6 chance of picking up a new skill but neither of them learn anything. I guess there's a reason they're grunts after all.

Calvin is going to go see the sights and check out the city. Beatrice is going to trade a bit and Alfred is going to try and find out a patron to give us some gainful employment.

Making the rolls, Alfred has no luck is scaring up a job for us.

Beatrice buys some basic supplies, which will give us a basic morale boost for one battle. Booze and happy pills, no doubt.

Calvin bumbles around the city, smiling toothily at all the locals. In the process, he somehow manages to convince some locals to tag along "for the fun". This gives us an extra goon for our next mission.


With no jobs lined up, we roll for a campaign event and get a Tax Audit!
The MAN has found us, all the way out here. We'll need to either surrender 3 items from our inventory or fight it out against the tax man.

We also generate a character event and it turns out Beatrice has an accident and must miss next campaign turn. Guess she overdid it a bit on those happy pills! No sampling the merchandise, young lady!


With no jobs or quests lined up, we'd get an opportunity mission, but I'm not keen on giving up my hard won loot, so we'll fight the tax men instead.

Rolling on the Enemy table gives me "Psychos". Did the government hire a bunch of mentally unstable nutters to collect or have these guys decided they collect taxes for some demented purpose?

This is a quick snapshot of what a campaign turn might look like.

BigNickR16 Jul 2014 8:23 p.m. PST

sounds interesting, are these rules i can see somewhere?

Weasel17 Jul 2014 10:37 a.m. PST

At the moment they are in beta and being developed :)


If you want to get in early, you can paypal me 10 bucks and I'll send you the beta files as well as updates until its ready.
You will need a copy of either FiveCore or Five Men in Normandy since it'll use the basic combat rules from those.
edit: runequester@gmail.com if you're interested.


Otherwise, I imagine it'll be a month or so before everything is done, but we'll see how things go.

Things are coming together pretty well but it's a pretty ambitious package too.

Mako1117 Jul 2014 2:53 p.m. PST

Sounds interesting.

Is this to be a full RPG set, just a campaign setting/outline, or something else, in addition to the combat rules module?

Weasel17 Jul 2014 9:56 p.m. PST

Mako – One step short of an RPG, is probably the best way of putting it.

If you think of "pseudo RPG" wargames like Rogue Trader, Necromunda or 5150, it's close to that style, particularly Necromunda.

You'll roll up a crew (or pick your own, whichever). Each turn, you assign your crew to various tasks like trading and finding jobs. You either get a job, run into bad guys or otherwise get in trouble, fight a battle, then move on to next turn.

Characters will develop skills, have things happen to them and may even become friends or rivals.

SouthernPhantom18 Jul 2014 9:26 a.m. PST

Sounds like fun! I'll be watching this one…

War Monkey18 Jul 2014 10:00 a.m. PST

Sounds good so far still hanging in there and watching for updates ;D

Weasel18 Jul 2014 10:27 a.m. PST

TMP link

Here's a bat rep :)


I'll be loading up on sugar and caffeine and trying to get this out before July is over, so it'll hit the WargameVault sale but we'll see. Thanks for the interest!

Sorry - only verified members can post on the forums.