CAMPAIGN MAPPING AND MOVEMENT

1 posts ยท Jul 4 2002

From: DAWGFACE47@w...

Date: Thu, 4 Jul 2002 10:02:14 -0500 (CDT)

Subject: CAMPAIGN MAPPING AND MOVEMENT

a system i have used for many years is simple and straight forward.

it will work for any terrain scale.

i take the BASIC MOVEMENT RATE, for men on foot, animals, vehicles and flyers,
then modify this by terrain and weather conditions, this is the distance
covered during a TURN.

next i define the TIME a turn consumes (usually a week, but i have used longer
TIME frames).

for a regional campaign, i draw up a map, and then make a clear template that
is scaled to represent an ACTUAL GAMING TABLE. thus when a battle is due to be
fought, i can lay the template out and find the types of terrain i need to lay
out in a flash. and t also tels me exatly how far troops, vehicles, etc,
travel during a BATTLE TURN.

all campaigns run into real life problems as players find the world
interferring with their gaming!

to try and lessen this, in recent years, i tend to run campaigns with ALL
GAMERS on the same side, and use dice generated enemy forces for them to
fight.

a gamer not involved as a player force in a particular area are then given
command of the dice generated enemy force.

the catch is, that BATTLEFIELD PERFORMANCE   commanding  both dice and
player forces, effects the way that the HIGH COMMAND allocates assets to
player commanders!

HIGH COMMAND is the GM, plus the variable number of CLOUT POINTS a
player amasses based on his/her battlefield performance!

roughly, CLOUT POINTS work like this;

a. a win is worth 1 point.

b. a draw is worth 0 point.

c. a loss is worth   -1 point.

it is possible for a player to literally dig a hole and bury his self by
lousy  battlefield performance (one poor guy had -10 CP at one point in
time!)

thus JOE (3 CP) and JOLENE 7 CP), and BOB (CP 4) are told the 500 points of
wotzit are available for assignment. now JOLENE is the definate leader unless
JOE and BOB combine against her, and may still come out ahead if she can
convince one of them to add their CP to hers, thus assuring the assets come
under her command.

this will work with any number of commanders, and the GM ALWAYS HAS THE FINAL
SAY, so there is a final arbiter if one is needed.

for guerilla warfare or rebellion, there is a pre game assigned number that
tells you if a region is pacified or active, and a simple dice chart.

nothing really new here-mostly  ideas borrowed from  reading folks like
DONNY FEATHERSTONE, TONY BATH, etc, and ther smart gamers i have known over
the years.

it works,it is fun, it is simple.

DAWGIE