From: k.g.mclean@c... (Kevin Mc Lean.)
Date: Mon, 31 Mar 1997 23:37:47 -0500
Subject: Avoiding quitting in Campaign Games
In reply to James Butler: > Has anyone else experienced this? It seems to be the way a lot Yes. In the campaign I ran (Hordes of the Things), I included a population surplus as a trait so that losses could be easily replaced as low grade troops in the early stages ie. you had the same points, but overall your army was not of the same quality. I also allowed people to do an emergency levy of an extra 50% of troops if their core territory was invaded (this did affect economic production for the year though). This made a big difference to the drop out rate, as it meant you could afford to lose one or two battles decisively before you started running out of troops. It is possible to do something similar with perhaps a reserve of outmoded ships that could be pressed into military service if necessary. This allows the inexperienced players the luxury of a mild learning curve for the first couple of battles. One thing I did include was different types of government eg. democracies were profitable, but you had to roll 7+ on 2d6 to declare war (it took one nation three turns to backstab an ally, by which time the guy was well and truly aware it was coming because the repeated failures to declare war were mentioned in the campaign newsletter); dictatorships were not very profitable, but you could declare war at the drop of a hat. This made an interesting difference to strategies and gave the game a flavour it would not have had otherwise... Regards,