[FH] Campaigns

3 posts ยท Jul 8 2002 to Jul 12 2002

From: Laserlight <laserlight@q...>

Date: Mon, 8 Jul 2002 09:41:06 -0400

Subject: [FH] Campaigns

Another idea fresh from the Alarishi Half-Bakery (our motto: "Free, and
worth it!"). It occurred to me that each group will have a different level
of interest in different aspects of a campaign--so there should be some
kind of provision to add complexity in an incremental way. For example (just
an example):

Intelligence Level 1: You have intelligence stations on all Major worlds plus
20% of Minor worlds. You receive reports on all capital units stationed in or
passing through a system with an intel station.
Level 2: You may spend 10MCr to build an intel station and 1MCr/turn to
maintain it. You may build multiple intel stations in one system. Each station
is assigned one activity (naval movements, economic, scientific research,
trade, diplomacy etc). You may build counterintelligence stations on your own
world to reduce the effect of enemy stations. Level 3: Each station has a
quality assigned. You may make intel attacks based on opposed die rolls
against counterint. Roll is based on how much you're spending *each* turn on
that station: 1MCr = d4, 2MCr = d6, 4MCr=d8, 8MCr=d10. If you maintain an
elite agent (cost 100 MCr to build plus 32MCr per turn) you may add a d12 in
addition to the station die; however, if the
agent rolls a 1 he is killed/disabled.

Economics: Level 1: each planet has a production value in MCr. Level 2: each
planet produces commodities (eg Materials, Electronics, Technicians).
Different commodities are needed to produce different units (eg a warship
might need 150 Materials, 100 Electronics, 100 Techs). Level 3: each planet's
commodities must be shipped to production facilities, opening the possibility
of piracy, commerce raiding etc.

I'm picking my examples for a high level FT campaign but there's no reason you
couldn't do the same thing with other levels. For example, DS might have Intel
be informers in local towns and villages; and economics commodities might be
food, fuel and ammo.

From: Glenn M Wilson <triphibious@j...>

Date: Fri, 12 Jul 2002 02:07:01 EDT

Subject: Re: [FH] Campaigns

On Mon, 8 Jul 2002 09:41:06 -0400 "laserlight@quixnet.net"
> <laserlight@quixnet.net> writes:

Okay so far.

> Intelligence

ROFLOL! Good thing this is SF. Way too cheap, way too effective.

> Economics:

Actually not a bad idea. I like most of it. Despite your belief that there is
intelligence in Intelligence. <grin>

Gracias,

From: Laserlight <laserlight@q...>

Date: Fri, 12 Jul 2002 09:13:35 -0400

Subject: Re: [FH] Campaigns

> Intelligence

> or passing through a system with an intel station.
however, if the agent rolls a 1 he is killed/disabled.
> [quoted text omitted]

> ROFLOL! Good thing this is SF. Way too cheap, way too effective.

<grin> "Just an example", I said. "Free, and worth it!", I said. But what
would you suggest? Bearing in mind that all the really nast^h^h^h fun things
really need a GM ("yes, it was a convoy, and yes, your raiders totally
destroyed it with long range missile attacks. I don't know that I'd call it a
*success*, exactly, because it wasn't a Morporkian convoy, it was a Djelibeybi
convoy, taking the Bey and his household on a pilgrimage. You're now at war
with the Djel. Also, this brutal attack has caused a definite cooling in
relations with...well, all your neighbors, actually.")