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