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.