Help support TMP


"Have You Ever Played in a Wargaming Campaign?" Topic


63 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.

Please be courteous toward your fellow TMP members.

For more information, see the TMP FAQ.


Back to the Campaign Message Board


Action Log

09 Feb 2019 4:03 p.m. PST
by Editor in Chief Bill

  • Removed from TMP Poll Suggestions board

Areas of Interest

General

Featured Hobby News Article


Featured Link


Featured Showcase Article

The QuarterMaster Table Top

Need 16 square feet of gaming space, built to order?


Featured Workbench Article

Deep Dream: Can It Map?

Can artificial intelligence create useful maps for wargamers?


Featured Profile Article

An Interview with Editor Claire

An interview with the most reclusive of our editors...


Current Poll


Featured Book Review


3,470 hits since 7 Sep 2017
©1994-2024 Bill Armintrout
Comments or corrections?

Pages: 1 2 

Dragon Gunner09 Sep 2017 2:23 p.m. PST

I would like to follow up on what TVAG has said…

Do not let them become soldier kings. The scale of the campaign will quickly get out of control as players want economics, diplomacy, manufacturing, trade and research thrown in on top of the military aspect. Suddenly running their nation becomes a tedious affair when all they desired is some battles linked into a coherent story and not a one off slugfest where everyone dies.

They are generals, they receive their orders and they have missions and deadlines to make things happen or they are recalled and put in charge of toilet paper distribution.

Don't go nuts with the supply aspect, include a baggage train if you feel the need but stay away from detailed analysis of rations, fodder, fuel and ammunition. That kind of book keeping while fun for some will suck the life out of your campaign for others.

Do not waste game night where the recon troop of cavalry discovers the invading army. The cavalry will flee and the entire evening is considered a waste. Just write a brief intelligence report and save game night for real battles.

skinkmasterreturns10 Sep 2017 4:04 a.m. PST

Several DBA campaigns.They were short and to the point.Lots of fun.

COL Scott ret10 Sep 2017 7:11 p.m. PST

One time my best friend and I had a small napoleonic derived campaign, we didn't have enough forces and then the Army moved me away.

Would love to start again

Ottoathome13 Sep 2017 9:12 p.m. PST

My CV on this is clear and extensive.

I participated in four campaign games, two of them run by Bob Wall and the IWG's by Ted Haskell and Ed Miller back in the 60's and 70's. These were quite good.

I created and ran seven of this type of campaign. Big huge IWG's and many smaller ones. Made and designed the maps for them all.

I ran four play-by- mail games for profit back in the 80's "Cluster," (Sci-fi) "Bron-" (Prehistoric, but no dinosaurs). Baroque (17th century both imaginary and historic version, and "Clustron," a computerization of" Cluster" Baroque in both versions was computerized completely- I designed and wrote the code programs my self. Very detailed deep games. Baroque also printed out automatically battle reports.

I have experimented with about a dozen means of running campaigns, and have finally developed an excellent system that seems to get around most of the difficulties.

Dragon gunner has given a lot of good points. However he has soft pedaled it.

Most of the people who say they want to play in your game simply want free stuff. 80% of those who show interest you will never hear from again once you've sent them the game materials.

Of the remainder 10% will belabor you with bull crap, usually of the "YOu have this rule all wrong, you should rewrite it like it is in "Empires, Ego's and Liars" or "Napoleon's Buttons." but never send in more than their initial dispositions if that and 5% will quit after one turn even if they haven't had a battle because they're just plain lazy. A further 2% will drop out if they even lose a eensy-teensy battle, and 2% will drop out because their cat has a conniption, or some other excuse. Only 1% will be in it for the long haul and fight on through thick and thin.

After years of this I finally developed a campaign system which I call "Functionaries, Flunkies, and Munchkins." The system works extremely well and each player is the head of a country and quite free to do whatever diplomacy they wish.

The game is designed to be completely independent of players. The players get NOTHING of the rules or materials, just a short folio of twelve pages long. There is NO record keeping for them to do, no strategies to plot. All they have to do is send in an "intention" of 20 words or less (no abbreviations) of what they wish to do that turn. If they don't send it in the FF&M do it for them, representing the rest of the state.

The real game is a "GM kit" with all the materials to do the record keeping by the umpire in a fast and efficient manner. With twelve people this can be done in two minutes per player, and they can be as "soldier kingery" as they wish. Most however are just too bone lazy to do anything.

I don't send them any game equipment because they'll lose it, I don't send them any rules because they won't read them, and I don't expect them to remember anything because they'll forget it.

Yet.. the campaign is still going on and has been for almost 3 years. Further, all battles are resolved on the table top.

Oh yeah… if you are doing this. CHARGE THEM! This will save you a lot of money by eliminating the wimpy's "I would gladly pay you Tuesday for a hamburger today"-- the guys who only want freebies, and it makes them have a stake in the game. I have run this campaign for this time with my home basement group, and we've had about 20 battle so far.

The game mechanics are the key to the success. I noticed that if you tie the campaign to table top battles, the dears have an interest in that, and it has meaning to them. They will come and play, though they will forget about everything by the time of next months game. Not to worry, the game takes care of that. I also solved the problem of losing a battle badly as the victor of the battle gets victory points and the loser loses nothing. There are also means of having specific personalities for different kings, role playing, skullduggery, and slander and diplomatic attacks against sovereigns.

It all works extremely well, everyone has fun and are pleased they don't have to do any work. The game literally runs itself and there is no need for even computerization.

The logic of the game is simple. It relies upon a careful design of where the player "enters" the game. The player "enters" the campaign game as "the sovereign" and makes the big decisions that a King does for the campaign. Then he steps out of the game and "re-enters" it when a battle is engendered. Here he enters as "The General" of one side or the other. Think of yourself commanding about one third of the army, left, center, or right.

Everything between the "King" and "the General" is handled by the "Functionaries, Flunkies, and Munchkins," who take the orders you have made in the intentions and go off and like good obsequious little moles- work their fingers to the bone in setting in order what you wish to do. These are also the people you get to blame when anything goes wrong with your God-like plans.

And now for the best part. ALL the record keeping and the WHOLE game, every last piece of it fits into a box 5" by 4" by 9" long. Its all there. Nothing need be set up, taken down, or left somewhere where it can be disarrayed. you can't lose the parts.

If you think I am being unreasonably harsh, I'm not. These are my dearest wargaming buddies who I've gamed with for over 20 years. They're not in it for work, or stress, or difficulty. They simply want to progress from easy victory to easy victory and if they lose have someone wipe their ass for them. Just because they are my long time friends and buddies doesn't mean I wear rose-colored glasses.
I knock myself out putting on games and inventing these systems for them because their my friends and buddies and I want to show them a good time even though sometimes they're like puppies in a park romping about till one of the bubbles a young girl is spreading around pops on their nose and causes a brain fart for a few moments.

Dragon Gunner14 Sep 2017 1:18 p.m. PST

" If they don't send it in the FF&M do it for them, representing the rest of the state."- Otto

Thanks for the post I will incorporate this into my own campaigns in the future, I ABSOLUTLEY LOVE IT!

"Sire while you were busy at the brothel the lords of the realm met with your, Chancellor, Field Marshall and treasurer and decided it would be prudent to launch a preemptive strike on the Barony of Notweld. Your horse is waiting sire…"

Ottoathome14 Sep 2017 3:26 p.m. PST

Dear Dragon Gunner

BINGO! That is exactly correct.

One of the things I use in "Flunkies, Functionaries, and Munchkins" is a "Leader Personality" which is the personality of the King. The player CAN gain Victory points for acting in a way that mimics this personality, but he or she is not required to. However if they do not send in an intention I do not make one up for them. However I RESPOND to another players intention if it intersects them in accordance with the Leader's Personality.

For example, assume Queen Falatia is motivated like Messalina or Aggripinilla by acts of evil. Neighboring King Faustus the Grump invades her land. She makes no response to this. I might rule her army is utterly defeated because she was involved in slaughtering her whole family or watching her son Nero torturing small animals.

As I evaluate their intentions I tend do be somewhat Delphic in my pronouncements. What I mean by that is as what the oracle told Croesus of Lydia when he was considering war with the Persians. The Oracle said "If you cross the river Halys, a great empire will fall." They neglected to mention it was his own.

khanscom06 Nov 2017 6:52 p.m. PST

5. First was as a player in a large Renaissance campaign-- it seemed to fall apart when one of the players lost interest. There were a few interesting skirmishes, though.

Three as a GM; a 1950s "Banana Republic" campaign with 6 players was intended as a civil war campaign, but with the players' (all experienced gamers) cautious personalities led to a diplomatic/ political/ spycatcher game. It was amusing for the GM, but ended when I moved out of the area.

A fictional third world naval campaign set in the 1970s and a projected divisional- level WWII campaign never completed when the local game shop which provided a convenient venue shut down.

Currently I'm playing in a Russo- Japanese War campaign using the Berthier system and "Quickfire" for the naval side, with the land action turns interleaved from a boardgame. Very quick once it's set up, and no more than two participants required.

Not sure if they qualify as campaigns, but the most successful long- term games were based on GW "Necromunda". Players can come and go as they wish without disrupting the campaign narrative, while there are consequences for all of your actions. In addition to the original game, the group responded positively to "Verdunda" (WWI) and "Vietnamunda" (Vietnam War) adaptations.

Ooops! Forgot the "Sturmovik Commander" air campaign: WWII France vs. Germany. Very elegant IMO.

Please delete me21 May 2018 8:55 a.m. PST

Played in a campaign once that the umpire had made fun. Was a combined naval and ground (early 1800s) campaign using a map of the Pacific Islands, for example the Solomons and similar. After a huge fight (naval or ground) the winner (or winners, as there was diplomacy), and losers or loser had to roll on the "great good or big bad" table.

The great good table could potentially remove regiments or ships or both (the empire has needs elsewhere), to adding additional forces, or simply broadening the scope of the campaign (new goals). The best things was is the umpire would roll for you, and then figured out how long the battle report would take to get back "home" and then the response come back. There was even a chance the message would never even arrive due to sinking, etc. Then the report was even further delayed. The big bad table could also do the same, and could also potentially cause peace negotiations with another nation (whether both, one, or neither of the players wanted it was irrelevant).

There were 6 players representing fictional European powers, and everyone had something special they did, from having better ships, to better infantry, or even better finances and local relationships (nothing like native irregulars to help out!)

Old Contemptibles28 May 2018 4:17 a.m. PST

Yes more than once. All ACW. I don't think you are going to find many on TMP who hasn't.

jonaelli18 Jul 2018 3:23 a.m. PST

Yes – "The Known World" run by Bruce Douglas

Personal logo Legion 4 Supporting Member of TMP In the TMP Dawghouse18 Jul 2018 7:02 a.m. PST

Yes, I fondly remember, playing AH's Richtofen's War, decades ago … And GW's Space Hulk …

advocate21 Jul 2018 8:31 a.m. PST

This very year I set up a War of the Roses campaign (well, series of battles) and lost it in two dramatic games – my victory conditions didn't take account of how badly I could lose!
Last year I played in a couple of CHain f Command campaigns. All very enjoyable.

Pages: 1 2 

Sorry - only verified members can post on the forums.