Designing Narrative Wargame Campaigns

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  • Опубликовано: 6 сен 2024
  • Ep 15/01, in which the designer and developer of Gaslands and A Billion Suns finally have the conversation about campaigns that they've been teasing for far too long. In this video they talk about mostly narrative campaign structures, linking, branching and such like, the strengths and weaknesses and how you might want to put them together.
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Комментарии • 12

  • @steveholmes11
    @steveholmes11 Год назад +2

    D&D is one of those open ended campaigns with growth, as is Frostgrave.
    Frostgrave's 1st edition with "Winner takes all" scenarios, suffered badly from "success begets success".
    The guy who won the first 2 or 3 encounters thriving and stomping the unevolved n00b opponents.
    It is refreshing to note that houserules, and a 2nd edition supplied fixes, resulting in more sustainable campaigns.
    An interesting variant on linear is the see-saw.
    I first met this in World War 2 North Africa (Monty and Rommel) cmpaigning.
    The see-saw or ladder stretched from allied HQ to Axis HQ.
    Win a battle and advance on the enemy HQ (capture it to win).
    The handicap in this campaign was easier access to replacements/reinforcements when closer to their base.

    • @RuleofCarnage
      @RuleofCarnage  Год назад

      The weird thing about Frostgrave of course is that in theory it doesn't need to worry about balance since there's no win conditions.

    • @steveholmes11
      @steveholmes11 Год назад +2

      @@RuleofCarnage From a campaign perspective, not having a terminal condition can be a problem.
      My group's first Frostgrave "campaign" carried on until the host said "You know guys, I stopped having fun about 6 games ago".
      He seemed nervous to mention this, until we all agreed.
      We had reached that point where all our useful spells were maxed up, choices weren't restricted by gold and everything was just a bit too easy.
      We started again, and re-connected with the fun.
      Because super-wealthy, super-powerful wizards have better things to do than freeze their butts off in a dead city.
      And rising wizards turn out to be a lot more fun to play.
      Maybe there's another video there about sliding off the top of the power scale.

    • @RuleofCarnage
      @RuleofCarnage  Год назад

      @@steveholmes11 To be honest, the motivation in Frostgrave is always a bit shaky when you think too hard about it.

  • @WargameCulture
    @WargameCulture 2 года назад +2

    We did a big Mighty Empires game like that, with full battles & skirmish, too.
    It was the greatest

    • @RuleofCarnage
      @RuleofCarnage  2 года назад +1

      It is a fine and joyous thing to do. Just maybe not to do all the time...

    • @WargameCulture
      @WargameCulture 2 года назад

      @@RuleofCarnage it does require a lot of enthusiasm!
      In the internet age I'd think it would be easier, if you had an IRL group.

  • @TimotheusK
    @TimotheusK 2 года назад +1

    Great conversation! It was exactly what I was looking for.

  • @Goulmy86
    @Goulmy86 3 года назад +1

    Curious to hear your thoughts on the system in Aeronautica Imperialis v1. They used a system where players choose a stance: defend/attack/? resupply? Not 100% sure. But was inspiring

    • @RuleofCarnage
      @RuleofCarnage  3 года назад +1

      Not had personal experience of that version, but generally the idea of strategy within a campaign game is both interesting but a potentially double edged sword since again, it gives a more skilled player another thing to be more skilled at.

  • @samguest5760
    @samguest5760 2 года назад +2

    Was recommended to your channel by @thejoyofwargaming and you are fast becoming my favourite channel on RUclips...love the videos guys keep em coming

    • @RuleofCarnage
      @RuleofCarnage  2 года назад

      Thanks, it was pretty cool for joy of wargaming to give us a shout out, and glad you're enjoying the channel.