Topic: Simplest Campaign Question

I just got the Rules Annex and I have a question about the Simplest Campaign Rules:

According to the rules, the loser of a battle gets 2D6 x 50 RP and anyone who declines gets 2D6 x 25. What the rules don't say is what does the winner of a battle get in terms of RP?

Thanks in advance for any help.

Re: Simplest Campaign Question

Winner gets nothing.

Daniel Kast
Majestic Twelve Games
cricket@mj12games.com

Re: Simplest Campaign Question

cricket wrote:

Winner gets nothing.

Well, the winner gets a sort of smug satisfaction...then the knowledge that the next game probably won't go so well...
wink
Erik

Re: Simplest Campaign Question

That's clever. Thanks guys.

Hey Blacklancer, do you have a random terrain table or something to generate terrain features for your battle in your current campaign? If you do would you mind sharing?

Re: Simplest Campaign Question

Modify the terrain table!  wink

I am in the campaign with Blacklancer99 and I have serious objections to the terrain table. It is heavily skewed in favor of terrain. For the next campaign, I have already suggested that we have two rolls. In the current campaign, we have fought 5 battles and not had a game without terrain...

The current table is this.

Die Terrain
1 None
2 Asteroids (1d6d6)
3 Black Hole (roll for size, 6 = no terrain)
4 Dust Cloud
5 Nebula
6 Planet (roll for size, 6 = no terrain)

I think this should be modified to this.

Roll 1d6:
1-4 = No terrain
5-6 = Roll on the terrain table

Terrain table 1d6:
1 None
2 Asteroids (1d6d6)
3 Black Hole (roll for size, 6 = no terrain)
4 Dust Cloud
5 Nebula
6 Planet (roll for size, 6 = no terrain)

Re: Simplest Campaign Question

MadSeason wrote:

Modify the terrain table!  wink

I am in the campaign with Blacklancer99 and I have serious objections to the terrain table. It is heavily skewed in favor of terrain. For the next campaign, I have already suggested that we have two rolls. In the current campaign, we have fought 5 battles and not had a game without terrain...

The current table is this.

Die Terrain
1 None
2 Asteroids (1d6d6)
3 Black Hole (roll for size, 6 = no terrain)
4 Dust Cloud
5 Nebula
6 Planet (roll for size, 6 = no terrain)

I think this should be modified to this.

Roll 1d6:
1-4 = No terrain
5-6 = Roll on the terrain table

Terrain table 1d6:
1 None
2 Asteroids (1d6d6)
3 Black Hole (roll for size, 6 = no terrain)
4 Dust Cloud
5 Nebula
6 Planet (roll for size, 6 = no terrain)

I'm thinking that there will be a lot of small changes like this to make the system more dynamic while still maintaining its core simplicity. I guess it will then become the "Not Remotely the Simplest Campaign" or NRSC for short. Hmmm, NRSC sounds suspiciously like some kind of "pro/anti"-something organization. Might have to work on this.
I have a bunch of notes for little changes to work into the next campaign, and if the weather would cooperate and be lousy at least one day in the near future I might be able to avoid yardwork and get something typed up!
Erik
PS I can't help complaining about beautiful weather...I'm a New Englander born and raised. Really, I'm just waiting for the other shoe to drop and frogs are falling from the sky or some s@#%.

Re: Simplest Campaign Question

Thanks Blacklancer and MadSeason. I'm thinking of running a campaign myself to introduce some folks to the system, and I think I'll go with the 50/50 no terrain/terrain set up suggested by MadSeason.

Thanks very much.

    Ironhand

Re: Simplest Campaign Question

Ironhand wrote:

Thanks Blacklancer and MadSeason. I'm thinking of running a campaign myself to introduce some folks to the system, and I think I'll go with the 50/50 no terrain/terrain set up suggested by MadSeason.

Thanks very much.

    Ironhand

Aside from the terrain thing, we are definitely going to change the RP allocation before the next campaign. It creates a little too much parity. It is not broken as written, but it creates a situation where it is nigh impossible for equally matched foes to get an upper hand in a campaign unless one of them has a run of REALLY terrible luck, or has a REALLY horrible game. We have seen our forces whittled down in successive games with no hope of replacing the losses, and our "fleets" are too small to be proper squadrons. This has the effect of dramatically limiting the strategic decisions that one can make. I think we have a couple ideas to address these concerns, and we'll let you know what we knock out in the end.
Cheers,
Erik

Re: Simplest Campaign Question

MadSeason wrote:

Modify the terrain table!  wink

I am in the campaign with Blacklancer99 and I have serious objections to the terrain table. It is heavily skewed in favor of terrain.

You're just mad because I hid behind a planet, and dust clouds are not your friends!  wink
Erik

Re: Simplest Campaign Question

I've been working on some Battlefleet Gothic style houserules for a simplest-style campaign.  My terrain table has a 3/8 chance of no terrain (barring the Exterminatus and Planetary Assault scenarios, which kind of need a planet).  I also changed Nebulae and Dust Clouds to be zone effects (like asteroid field) instead of global effects - making them zones increases the tactical thought that goes into positioning.  I also added a modified version of BFG's leadership rules; Ld values are generated for each ship at the start of the campaign as per BFG rules verbatim, but instead of the BFG rules for Ld tests, a ship trying to use Evasive Maneuvers, Directed Fire, or Damage Control must make an Ld test by rolling 2d6 and getting less than or equal to its Ld score.

The main thing, though, is that your mention of extreme attrition reminded me of a BFG campaign rule: when a ship is destroyed, you can get a free ship of the same type, but its leadership goes down to the minimum value (I think it was 6...  don't remember).  This gives you an incentive to maintain 'veteran' ships, but also prevents total destruction through attrition.

Re: Simplest Campaign Question

Blacklancer99 wrote:
Ironhand wrote:

Thanks Blacklancer and MadSeason. I'm thinking of running a campaign myself to introduce some folks to the system, and I think I'll go with the 50/50 no terrain/terrain set up suggested by MadSeason.

Thanks very much.

    Ironhand

Aside from the terrain thing, we are definitely going to change the RP allocation before the next campaign. It creates a little too much parity. It is not broken as written, but it creates a situation where it is nigh impossible for equally matched foes to get an upper hand in a campaign unless one of them has a run of REALLY terrible luck, or has a REALLY horrible game. We have seen our forces whittled down in successive games with no hope of replacing the losses, and our "fleets" are too small to be proper squadrons. This has the effect of dramatically limiting the strategic decisions that one can make. I think we have a couple ideas to address these concerns, and we'll let you know what we knock out in the end.
Cheers,
Erik

I sent MadSeason some rules ideas this weekend, and once I get his input/critique I'll post something up. I clipped some ideas from a wide variety of sources, so if you see something you may have suggested, please don't get angry with me for filing off the serial numbers and re-using it without crediting (I really have no idea where most of the notes I had originated from).  :oops:
Erik

Re: Simplest Campaign Question

I've been over the rules, and there is no Lowjack attached.  8-)

Re: Simplest Campaign Question

MadSeason wrote:

I've been over the rules, and there is no Lowjack attached.  8-)

I sent MadSeason the 4th draft of this last night and as it stands right now I am fairly comfortable with the rules. We have spent the last week or so "loop-hole" checking and trying to make the whole thing feel like a strategic version of Starmada. We plan to playtest it through a campaign, but I will post up the rules once we settle in to play (and post any changes we come across). It is much more complicated than the Simplest Campaign system, but at its current 6 page length at least I won't need a set of 3 ring binders and a wheelbarrow to haul it around. Madseason is also working on a Vassal Module that will keep the campaign map and act as our strategic log. I know the two of us think it should work, even if it needs tweaking, but I'm also interested to see what others think once its posted up.
Erik