[GZG] Campaign rules-Nodes

2 posts ยท Oct 3 2007 to Oct 8 2007

From: Bobby Mock <hansuke@g...>

Date: Wed, 3 Oct 2007 08:58:27 -0500

Subject: Re: [GZG] Campaign rules-Nodes

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Simon,

I have played several non-GZG games with nodes and found that they help
out quite a bit since you don't have to keep track of every ship that decides
to take the long way round. The thing I have been toying with in my mind is
the concept of nodes which are empty but interconnect with star systems. I
call them Wild nodes. In the Wild nodes no battles can take place, but
friendlies
can meet up. The Wilds represent all the empty space in-between. I am
thinking that there may be basically two nodes sets (stars to stars)(Wilds to
Wilds to stars), but haven't quite put it down to practice yet. Do you see any
flaws or potential nightmares in going this way?

From: David Billinghurst <davebill@c...>

Date: Mon, 08 Oct 2007 21:37:32 +1300

Subject: Re: [GZG] Campaign rules-Nodes

Nyrath the Nearlywise has created a node-map of the Tuffleyverse and
posted it here

http://www.projectrho.com/ft/ftmap2.html

where it can be found with various other Full Thrust Maps.

Or if you're after other starmaps, try here

http://www.projectrho.com/smap12.html

> Personally, I think that starfaring campaigns that don't use nodal

> Brendan

Errm, depends what you're fighting over. If it's resources and population
bases then most starsystems are choke points and that's where you have
battles. Couple this with some sort of limitation on ship range, be it 'supply
lines' as in John's campaign, or 'radius from command post' as in my campaign
(which is lifted from the 'Stellar Conquest' boardgame) and then approach
corridors become apparent and the possibility of defending or denying areas is
feasable.

Am enjoying this discussion, BTW, please keep throwing the ideas out!