For those who play Full Thrust, whether in the GZGverse or any other, do you
usually have a battle: a. as part of a campaign, or
b. as a one-off scenarios?
(By "campaign" I mean a series of games where the damage inflicted in Game 1
will affect what ships are available (or what condition they're in) for Game
2).
> "laserlight@quixnet.net" wrote:
One-off, but sometimes the scenarios assume a sort of campaign-type
universe (to explain why certain forces are available or in the condition they
are in).
Mk
> For those who play Full Thrust, whether in the GZGverse or any other,
Most of the FT gaming I've done has been one-off type things. I prefer
to do campaigns but have yet to find a good set of campaign guidelines that
cover enough of the Why and How aspects of the campaign (governments,
research, abstracted ground operations, resource allocation & management,
etc).
---
Damo
I've already responded to similar questions in the past, but...
Having admitted not playing recently, in the hoary past, it was always
one-offs, though I desparately wanted to get a campaign going.
Was this supposed to be direct answer only?
For the list, I'd like any further insight as to how you start and keep a
campaign going from someone that actually can.
The_Beast
> From laserlight:
For those who play Full Thrust, whether in the GZGverse or any other, do you
usually have a battle: a. as part of a campaign, or
b. as a one-off scenarios?
(By "campaign" I mean a series of games where the damage inflicted in Game 1
will affect what ships are available (or what condition they're in) for Game
2).
*I do the one offs normally just for trying out new ships/tactics and or
to train new players.
*I prefer to do a narrative type campaign.
and Beast: For the list, I'd like any further insight as to how you start and
keep a campaign going from someone that actually can.
*Warning* *The first thing I keep in mind is the anagram "KISS" (keep it
simple stupid) It is very tempting once you get going to get very complicated
with your background and campaign goals. The campaign will do that by it's
self as a direct result of the players in put and getting into the thing.It
will take on enough of a life of it's own with out your help.
*Step One* *Take stock of what you have in the way of players and forces to
use.
Find a hook that will enable these forces to meet and make the over-
all goals of the campaign compelling. (harder than it sounds)...One of the
best tools to help in the GZGverse is at:
http://www.projectrho.com/ft/astropoliticalx.gif
And for other genres there are plenty of star maps out there. Or just make
your own. Always, look at the map, remind yourself why and how did this
campaign happened and let that consideration reinforce every aspect of the
campaign. This can slip away very easily if you
let it....)
*Step Two* *Write up a good narrative as how this conflict and or the reasons
for high tensions leading to this conflict came about and why. Ham it up it's
your chance to really hook um...) It is also a good idea to write up a few
what ifs to interject at various points as the campaign develops. Campaigns
should be cause and effect oriented and victory conditions should be clearly
defined.
*Step Three*
*Have the opposing commanders give a speech/Op Order, and make it
worth something. Have a good one impress their nation/command enough
to say allocate them another DD etc. Also make them do this over the course of
the campaign as things happen. This sounds simplistic but it will keep the
players motivated, and having fun.
*Step Four* *Keep them honest by constraining their areas of operation. I say
this as one who learned to campaign game in Napoleonics and W.W.II. If you
don't pull them in they with attack country (A) through noncombatant
country (D) and or star system/planet etc. I'm not saying don't allow
this I'm just saying make it potentially costly...) Add a third power on the
side line if you must.(this is a great way to introduce a new player BTW)
*Step Five* *if this is a big campaign involving a alinace of two or more
nations/fleets
per side. Or if the above mentioned third power option is used try this.
Encourage Treachery.......It is great just for the shocked reaction lol.
*Step Six* *Don't be afraid to add other elements to your campaign like
boarding actions and ground assaults etc. This will spice things up for both
the players and you. Games should be as unpredictable to the players as life
is to us all........You as GM get to be somewhat more God like lol.
*Options* * Not going to cover everything here but there are allot of other
things that can added like supply, weather i.e. Cosmic storms etc. and a
myriad of others that many here have written of in depth.
Always campaign.
[quoted original message omitted]
But none of that stuff is absolutely necessary for a campaign. Indeed, I've
found that the best and most enjoyable campaigns (not just in FT) are what
I'll call operational level, where one has an objective (or series of
objectives) to accomplish with a given force pool. In other words the players
are admirals, not heads of state, we're talking in terms of days or weeks, not
months or years, and many things are beyond their control. It makes for simple
yet challenging campaign that you can still integrate ground and space action
if desired.
[quoted original message omitted]
Almost always a campaign.
David
> -----Original Message-----
Usually one-of battles, but we've done some campaiging too.
G'day,
We play a mix of games. weighted toward one offs lately as no time for the
extra camapign keeping bits.
Cheers
--- "laserlight@quixnet.net" <laserlight@quixnet.net>
wrote:
> do you usually have a battle:
Both, if I can get them. :-)
Bye for now,
laserlight@quixnet.net <laserlight@quixnet.net> Ãrta:
> For those who play Full Thrust, whether in the GZGverse or any
Thanks to the limited amount of time and the irregularity of we can get
the players together - one-off scenarios. :-(
We've planned to do campaigns, but waiting for the right time..
Greetings,
Akos Büky
> For those who play Full Thrust, whether in the GZGverse or any other,
b) (so far)
Freeserve AnyTime - HALF PRICE for the first 3 months - Save £7.50 a
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> Laserlight wrote:
> For those who play Full Thrust, whether in the GZGverse or any other,
One off games as part of a campaign narrative thread, so a game or series of
game's may inspire the next, but there is no bookkeeping or anything like
that. In the past we did do massive campaigns from first space launch to
galactic supremacy, but personal circumstances of all involved make
campaigning in a proper way impossible. Besides we found that a full on
Campaign just turns into Cost Accountancy in Space. We prefer well scripted,
if logistically unsound, carnage.
Regards,
First, I certainly want to thank all that did so for replying to the list;
many of the accompanying comments were helpful.
John's comment of 'Both, if I can get them. :-)' shows that the original
question should have been 1) what would your prefer, 2) what do you actually
do. I suspect that John's comment may suggest his play is as dear
as mine, but might also indicate one-offs are more common. That does
seem a theme.
I mentioned tourney-style or league gaming. This seldom involves the
carry over of damage mentioned at the beginning. However, it does offer
regular gaming, and a good sense of 'everyone' getting to play. Hey, it seems
to work for the Evil Empire (tm). Of course, this also tends to focus on
'points'.
Anyone try these?
The_Beast
> John's comment of 'Both, if I can get them. :-)' shows that the
I'd prefer to have a 7200 sq ft house (including a game room and a
workshop), three cars, a butler who can double as a painter-of-lead, and
a
job which pays six figures for 20 hours of stress-free work per week.
That's why I asked "what do you do" rather than "what do you prefer".
:-)
In a message dated 12/5/03 2:00:57 AM,
> owner-gzg-digest@lists.CSUA.Berkeley.EDU writes:
<< Date: Thu, 4 Dec 2003 14:02:48 -0500
From: "laserlight@quixnet.net" <laserlight@quixnet.net>
Subject: [FT] Campaign Poll
For those who play Full Thrust, whether in the GZGverse or any other, do
you usually have a battle:
a. as part of a campaign, or
b. as a one-off scenarios?
(By "campaign" I mean a series of games where the damage inflicted in
Game 1 will affect what ships are available (or what condition they're in)
for Game 2).
> [quoted text omitted]
Currently mostly as part of a Campaign... but have done teh 1-off now
and then.
On Thursday, December 4, 2003, at 07:02 PM, laserlight@quixnet.net wrote:
> For those who play Full Thrust, whether in the GZGverse or any other,
> in)
Usually one-offs, usually at conventions. If I could find a
player/opponent closer to home....
[quoted original message omitted]
> On Thu, Dec 04, 2003 at 02:02:48PM -0500, laserlight@quixnet.net wrote:
Coming in a bit late on this - almost always b, because I don't get
people together often enough for a campaign - it would take several
years real-time to resolve.