Played Close The Doors Behind You and Gravity of the Situation yesterday, campaign style.
It threw up some rules questions and some reflections.
The Refuge mechanic works straightforwardly enough, but:
1. Since you keep your Injuries (you must do, since the Infirmary can heal them), presumably chest wounds cause you to lose 1 Health per turn in the Refuge?
2. Since you keep your Injuries, presumably you keep your active Resolve Effects?
3. So how many Resolve Effects do you start the next mission with? We ruled 3: any still-active ones, any unrevealed ones from last mission and draw new Resolve Effects to make the total number up to 3.
4. What about Goal/Rewards? We ruled that unclaimed Goals stay in play, but you can discard them and claim another; active-but-unused Rewards stay in play but you could discard them (if you really wanted to) and draw a new Goal
5. Can characters use their powers in the Refuge? Can the Captain add Resolve, can the Medic heal, can the Psychic look at future Event Cards? Presumably, only in lieu of a normal Refuge Action... and presumably crisis powers are not allowed. A lot of presumablies here.
Since you start the next mission with equipment from the last one (augmented by the Trading Post), a second mission plays out VERY differently.
We struggled a bit with our first mission, Close The Doors (the Medic died and it was touch-and-go for a turn or two). I should mention we were using the location-themed Item Decks described in the v1.2 rules thread, so this forced us to take some risks to get armed.
We waltzed through our second mission, Gravity Of The Situation, because we started with 2 assault rifles. This more than made up for our weakened state viz-a-viz Health/Resolve.
[Although watching the Technician overcharge the void cannon and blow the Titan away with one shot was thrilling...]
The point being, there's no rule for scaling up the difficulty of subsequent missions in a Campaign. The actual Campaign Scenarios might do this from the way they're designed (though I can't see that they do), but stringing normal missions together into a Campaign seems to result in them getting easier and easier. We left Gravity Of The Situation in better states, physically and mentally, than we entered it, thanks to Med Packs and the Captain's powers.
This takes me back to a point raised in the v1.2 rules thread, that the difficulty scaling for the game is a bit too blunt.
Any thoughts? Suggestions for improved difficulty scaling would be welcome on https://boardgamegeek.com/thread/1741349/towards-12-rulebook...
and any reflections on campaign play generally on this thread