WFB - Going on Campaign
Posted: Sun Oct 28, 2012 1:15 pm
So....having spoken to some of the Joshin regulars over the past week, the subject of campaigns has been mentioned and discussed. It would appear that people are keen to do something beyond just playing pick up games, but at the same time the previous 'Risk' campaign seems to have died out from a lack of interest and effort (and the 40Kampaign too for that matter).
Having recently gotten back in to WFB thanks to some very fun games at Orc-toberfest, I want to keep my level of interest up by doing more than just playing the same six core missions over and over again. There are dozens of extra missions available if you know where to look for them (the hardback WFB rulebook for starters) and similarly lots of campaign books available. Blood In The Badlands, Tarmukhan and the Generals Compendium are all great sources for ideas.
So to get to the point.
I am going to run a campaign.
The campaign will be more involved than the Grand Campaign, armies will move on a map and fight battles depending on their positions. Each turn will consist of a 2 week order period where players PM me their unit orders and I work out who will fight who. There will then be a 6 week gaming period for players to get their assigned games in. (Essentially 2 Joshin events).
It will be open to anyone who wants to play, but the focus will be on playing games at Joshin. If you cant make it to Joshin, it is up to you to make sure that your games get played on schedule. Sorry if this sounds a little strict, but I want to keep things moving so that folks stay interested. If you really cant make it, there will be rules for missing battles.
If there are a LOT of battles in one period, or very few we may adjust the schedule if necessary.
Units and heroes will have a chance to gain experience and adjust their stats/rules/equipment as they go.
Characters can and will die.
The more you put into the game (time, imagination and energy) the more you will get out of it. Players may submit cool ideas for wild and wacky stuff they want to try and do, though there will always be a chance of failing and for an opponent to take advantage of it.
There will be elements of diplomacy and alliances involved. Players can and probably will switch sides midway through a conflict.
Side games and extra effort will be encouraged and rewarded.
You can write as much fluff/fiction as you want. It wont have much, if any, effect on the games, but if that is your thing feel free. The campaign map, your opponents, the GM (ie. me) and the results of games will determine the next stage of the campaign.
I am going to put a LOT of time and effort into running this, so I only want players who will do the same. If you cannot commit to regularly playing WFB at Joshin and/or travelling to get games in then think twice before throwing your name in the ring. If you dont want to face any non-standard units/rules, or if you are happy playing the same six missions and nothing but, this wont be for you.
If on the other hand, you want to scratch build your own fiendish devices, fight over fortified towns, sink enemy ships and launch invasions into other realms then this is probably going to be right up your alley.
Regards,
P.
Having recently gotten back in to WFB thanks to some very fun games at Orc-toberfest, I want to keep my level of interest up by doing more than just playing the same six core missions over and over again. There are dozens of extra missions available if you know where to look for them (the hardback WFB rulebook for starters) and similarly lots of campaign books available. Blood In The Badlands, Tarmukhan and the Generals Compendium are all great sources for ideas.
So to get to the point.
I am going to run a campaign.
The campaign will be more involved than the Grand Campaign, armies will move on a map and fight battles depending on their positions. Each turn will consist of a 2 week order period where players PM me their unit orders and I work out who will fight who. There will then be a 6 week gaming period for players to get their assigned games in. (Essentially 2 Joshin events).
It will be open to anyone who wants to play, but the focus will be on playing games at Joshin. If you cant make it to Joshin, it is up to you to make sure that your games get played on schedule. Sorry if this sounds a little strict, but I want to keep things moving so that folks stay interested. If you really cant make it, there will be rules for missing battles.
If there are a LOT of battles in one period, or very few we may adjust the schedule if necessary.
Units and heroes will have a chance to gain experience and adjust their stats/rules/equipment as they go.
Characters can and will die.
The more you put into the game (time, imagination and energy) the more you will get out of it. Players may submit cool ideas for wild and wacky stuff they want to try and do, though there will always be a chance of failing and for an opponent to take advantage of it.
There will be elements of diplomacy and alliances involved. Players can and probably will switch sides midway through a conflict.
Side games and extra effort will be encouraged and rewarded.
You can write as much fluff/fiction as you want. It wont have much, if any, effect on the games, but if that is your thing feel free. The campaign map, your opponents, the GM (ie. me) and the results of games will determine the next stage of the campaign.
I am going to put a LOT of time and effort into running this, so I only want players who will do the same. If you cannot commit to regularly playing WFB at Joshin and/or travelling to get games in then think twice before throwing your name in the ring. If you dont want to face any non-standard units/rules, or if you are happy playing the same six missions and nothing but, this wont be for you.
If on the other hand, you want to scratch build your own fiendish devices, fight over fortified towns, sink enemy ships and launch invasions into other realms then this is probably going to be right up your alley.
Regards,
P.