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Matthew Bo
United States Denver Colorado
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More than any other board game I know, Earth Reborn creates a sense of having lived a story. And it's an epic story, full of tension and unexpected twists. So it seems strange that the games don't build on each other, have consequences, or add to story arcs. Characters die in one game to reappear unharmed in the next.
I'd like to see a campaign system develop. While I'd love to see an official system, I don't count on it happening. Who'd like to work on developing a play-tested, fan-created campaign system? Please reply to this thread and let everyone know you're interested.
Also, what other games have campaign systems we could use for inspiration? Even if they're bad, it can be worthwhile to analyze them and see what they did wrong. There's a Descent expansion with campaign rules, is that correct? And a Warhammer book. What else would be worth looking into?
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Charles Theel
United States St. Louis Missouri
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I have a very rough draft I worked on when this game first came out. It involved SAGS play where characters gained experience and torturing/capture persisted - followed by rescue missions.
I'll dig it up later and post some of my ideas. Don't think the document was terribly long.
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Matthew Bo
United States Denver Colorado
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Wow, that would be great! I'd love to see it.
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Jan Tuijp
Netherlands Volendam Noord-Holland
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In this thread about the nature of a possible expansion I wrote:
Quote: How about an expansion with dozens of mini's and a C.A.G.S (Campaign Auto Generating System) ? I was joking of course but afterwards I realized that there's actually no need for dozens of mini's. It goes without saying that you can't hold on to the characters in the game, as they are to limited. However, you could develop a stack of character cards which come into play when other characters die and which are represented by the original mini's.
If you could also devise a system for map layouts (so certain tiles are mandatory for certain campaign missions, while still leave room for randomization of the rest of the map) you really are on the road to a C.A.G.S.
And as a sidenote: I'm a sucker for the designs of John Butterfield (RAF, D-Day at Omaha Beach) and the way he pours a truckload of variables in one card (especially D-Day is awesome in that respect). For the purpose of replicatability this might be something to look into.
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Charles Theel
United States St. Louis Missouri
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Here were my ideas from over a year ago when this game first launched. I never finished up the XP system but my idea was it would work like Necromunda (gain new skills, maybe even IPS lines or something).
Quote: Here are my thoughts:
-Campaign mode consists of multiple SAGS missions - not predetermined scenarios.
-Teams (Salemite and Norad) alternate with control. The Norad player starts with control. When you are in control you decide whether the next SAGS mission will be on Salemite or Norad ground. Whoever's ground the scenario occurs on receives the initiative for the entire scenario and deploys indoors. If you are the attacking faction you deploy outdoors.
-The player in control sets the number of MPs each side gets in the scenario. This is one way to flavor the mission and get more of a story. If you want to do an assassination mission select a low MP count – maybe 10. This will present a mission with very few characters and be more personal. If you want a huge attack – choose 40 MPs. It’s the choice of the player who is in control.
-When you are in control you place the first tile in the terrain building steps (as opposed to the normal random determination)
-Defending player shuffles equipment and then splits it into the two decks for the two teams to look through.
-Whoever is in Control and decided on the mission gets to select 1 of their mission cards (This is NOT random). He draws a second mission card randomly.
-The person who is not in control is dealt two random mission cards as normal.
-Characters are chosen normally and gear is purchased normally
-The following missions, once completed, are removed from the game: -Any “Kill XXXX” cards are removed if the character is killed and actually found to be dead (I will get to the new death rules later). The general kill members of the enemy faction cards are never removed from play.
-The Capture cards are removed from play once they are accomplished. If the character that was captured is later freed or ransomed back, then the Capture card goes back into play.
For example, The Salemites capture the Mammoth MKII during a mission. Later in the campaign, the Norad launch an attack to free the Mammoth and get the character back in their control. If they would succeed on this mission, the Salemite player would place the Kill/Capture Mammoth MK II mission card back into his mission pile for future play.
-Find/Hold item missions are removed when they are accomplished. If at any point one of the objective items is picked up by an enemy due to searching and if that enemy survives to the end of the game (or leaves the map) with the objective item then that mission card would go back in play.
For example, if Norad had found the Declaration of Independence earlier in the campaign and completed the objective the card would be removed from play. If in a later mission Jeff Deeler searches a room and finds the Declaration of Independence and survives till the end of the game with the item still on his possession (or an ally’s), the mission card would go back in play for the Norad. This simulates the enemy getting the objective item back into their possession.
-For all other cards and future mission cards use common sense. Obviously the “Relieve Jeff Deeler” mission card stays in play. “Torture Vasquez” would stay in play as well unless she was captured and the player in Control chose an Offensive Mission for the Salemites (They’re not going to bring Vasquez as a prisoner to Norad territory). If Vasquez would be killed then the “Torture Vasquez” card would be removed and so on. It’s pretty simple.
-Certain scenarios are limited depending on who is attacking. At the present moment to simplify things, the only mission which cannot be selected is Destroy the Missile Station if you are Norad and if you are defending and likewise launch the missiles may not be selected as an attacking Salemite (if you draw one of these re-draw). Otherwise everything is fair game.
I imagine custom mission cards could be created by the players for the campaign mode. I sleeve my cards so I could easily slip a little piece of paper with the words “Collect 3 cumulative spy points in the Cryogenic chamber” into one of the mission cards which has been removed from the game for the Norad player. Missions need to be passed with group consensus on how much they are worth and what the objectives are. Be nice and don’t powergame. If we had an official expansion for a campaign mode I could easily see 5-10 more missions a side which would make this mode perfectly feasible for long term play.
-The Rescue Mission is now an option. If you are in control you can perform a Rescue Mission: -Rescue a player which has been captured. You draw 1 random mission card to earn MP’s for this scenario in addition to your goal of freeing the captured team member. Opponent draws 2 random mission cards like normal. The defender places the captured prisoner on one of her characters cards to start the game like normal. You can only rescue 1 character per mission – if you have multiple characters captured only 1 character is deployed for rescue (The person in control’s choice). You earn 7 MPs if you rescue the prisoner in addition to getting the character back.
-Mammoth Capture rule – if you capture the Mammoth MK II you use it in battle with the normal capture rules. If the Norad player frees the Mammoth they get no MPs, although they do get the Mammoth back.
-Character death – when your character is “killed” by the normal rules follow everything as normal. When the game ends roll a Yellow Die. If you roll a critical your character truly died and must be removed from the campaign. If you roll a blank he is miraculously ok and was left for dead by the enemy. He escapes and makes his way back to friendly territory. If you roll one or more Hits your character suffers a number of Lasting Wounds equal to how many hits you rolled.
-Lasting Wounds ideally would be a new token type but I don’t have that luxury. For each Lasting Wound a character has he starts the game with a wound token on his character card. If he has 3 then he places 3 hearts on his character card from the start of a scenario – yes that’s rough. If this causes him to flip the card over before play begins then do so. Lasting Wounds may be healed with experience so keep reading and don’t fret yet.
-Measuring success. Ideally campaign success would be tracked on a nice Cardboard campaign aid kept near the game board and maybe someone will design one. At the moment just use paper. Basically, tracking running totals for each side based on how many MP you beat the opponent by. If you finished the last mission with 30 MP as Salemite and your Norad opponent at 25, simply note 5 MP for Salemite (add it to his total). At the end of the campaign the player with the most Campaign MP wins.
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Jan Tuijp
Netherlands Volendam Noord-Holland
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Nice! On the subject of characters, however, the original set seems limited for campaign purposes. A character deck would be great. Character cards could be fitted with all kinds of variables/special abilities. Aside from Character Abilities you could create a second kind of special ability: Class (dependant on available/chosen miniatures).
Quote: Campaign mode consists of multiple SAGS missions - not predetermined scenarios.
But on top of that, wouldn't it be awesome to have a strategy gameboard like Road to Legend, with locations, mission types, events, timeline... 
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Charles Theel
United States St. Louis Missouri
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Jan Tuijp wrote: Nice! On the subject of characters, however, the original set seems limited for campaign purposes. A character deck would be great. Character cards could be fitted with all kinds of variables/special abilities. Aside from Character Abilities you could create a second kind of special ability: Class (dependant on available/chosen miniatures). Quote: Campaign mode consists of multiple SAGS missions - not predetermined scenarios. But on top of that, wouldn't it be awesome to have a strategy gameboard like Road to Legend, with locations, mission types, events, timeline...
Definitely, something as complex and involved as Road to Legend would be perfect. I just think that's outside the scope of a user created expansion.
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