Campaign Ideas
Posted: Thu Oct 11, 2007 10:17 pm
Howdy,
I’m thinking about running a campaign and I am nearing completion (around a few days to a week). I am curious if there is any interest in this type of game. General game conditions are:
1. Map is hex based. Hexes are linked together using the standard jumplane rules and they will have various strength (including non-existent, though I will roll out the map to assure no one is trapped).
2. There is limited space available, and the main victory conditions will be determined by conquest, though other minor victory conditions will be present.
3. Diplomacy is simplified based on the victory conditions.
4. Players would share a similar ship list, but will have design options with capitol ships. (The list is ‘Test List mkII’ on the yahoo site) The list is meant for larger battles with large amounts of escorts lead by a few big sips.
5. Modified use of the experience system (having separate experience points for each leader type).
6. Modified use of the detection system (a detection roll that is passed by less than the margin of stealth, may not detect stealth ships).
7. Modified 2 point race creation from the menagerie.
The premise of the campaign is meant to be fun and give the option to the player to have fun with their faction. Each player represents the paragon like leader of their faction. What type of faction hey lead will be up to them.
I’m not ready to start taking players yet (I'm still working on the force list/cap. ship construction, check it out and let me know what you think) but I would like to know if the basics seem like they would work for a game and how much interest there is for a game like this.
I’m thinking about running a campaign and I am nearing completion (around a few days to a week). I am curious if there is any interest in this type of game. General game conditions are:
1. Map is hex based. Hexes are linked together using the standard jumplane rules and they will have various strength (including non-existent, though I will roll out the map to assure no one is trapped).
2. There is limited space available, and the main victory conditions will be determined by conquest, though other minor victory conditions will be present.
3. Diplomacy is simplified based on the victory conditions.
4. Players would share a similar ship list, but will have design options with capitol ships. (The list is ‘Test List mkII’ on the yahoo site) The list is meant for larger battles with large amounts of escorts lead by a few big sips.
5. Modified use of the experience system (having separate experience points for each leader type).
6. Modified use of the detection system (a detection roll that is passed by less than the margin of stealth, may not detect stealth ships).
7. Modified 2 point race creation from the menagerie.
The premise of the campaign is meant to be fun and give the option to the player to have fun with their faction. Each player represents the paragon like leader of their faction. What type of faction hey lead will be up to them.
I’m not ready to start taking players yet (I'm still working on the force list/cap. ship construction, check it out and let me know what you think) but I would like to know if the basics seem like they would work for a game and how much interest there is for a game like this.