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Subject: Running a Campaign rss

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Patrick Hedges
United States
Martinez
California
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A few people I've talked to about Outrider have talked about running the game as a campaign instead of one-off games.

Some Ideas:

Players start with 28 points to divide up between dice and extra skill points. Players advance through earning points to increase dice/SP up to a max of 50. Players would get SP for completing various missions.

Looking at rule sets to determine non-car related actions. One thought is the Interstate '76 Burning Rubber RPG. It uses just D6 for die rolls, and is pretty detailed, plus it's free. The car-combat is kind of clunky, but we're going to be using Outrider for that.

http://www.seanet.com/~owenmp/burning-rubber/index.html

The other System I'm looking at is Savage Worlds. Since Outrider is already using Polyhedral dice, this fits well with it.

What do you guys think?
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Gregg Lewis
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Abilene
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I had actually debated (at one time) making Savage worlds RPG rules, since it works on a similar graduated-dice system.

The 'actual' (cough) forthcoming Outrider campaign rules use Skill Points, Armor points and equipment cards as advancement system - something more akin to Imperial Assault/Descent than a true RPG

 
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Patrick Hedges
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Martinez
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Now that I've attended a few Pathfinder Society games, I think that a similar format would work best for Outrider.

That is, have players do one-off events that anyone can join, and track player progress depending on how many events the player has played.

If using Savage Worlds, that means a character gains an advancement after every 5 events.
 
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