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turespage.com/boards/msg.mv?id=179763
"as the topic says, how do you guys play it? Thinking of maybe having a
campaign of FT with my friends about the fall of Earth, wondering if anyone
has ideas on how they'd go about it? Also, we ever gonna get the FT timeline
moved forward, pretty intresting "fluff" methinks"
Anyone?
Michael Brown mwsaber6@msn.com
Are we ever going to get FT3? you mean. lol
Yes I havent posted for a while, hello everyone! But any Idea as to what will
be in the FT3 book. Rules.fleet list's heaps of eye candy. eg lead porn!
My god how much 15mm sci-fi stuff is being done! 15mm sci-fi seems to be
the new scale for sci-fi,
which really makes sense to me as its cheaper, and you can fit more on your
gaming table while
not looking like some one playing with 1/24th scale figures we know
which company I'm talking about!
regards james
On Sat, Sep 19th, 2009 at 11:41 AM, Michael Brown <mwsaber6@msn.com> wrote:
> http://theminiaturespage.com/boards/msg.mv?id=179763
G'day,
Our Mars stuff is about molasses speed these days, but the basic idea went
something like:
1) Have a couple of early major plot points to get things rolling (e.g.
Kra'vak attack.... If you want humans to be pushing $%^*@# up hill either
stack the sides or if the humans win the first game say they were a minor part
of a larger battle where the humans got a walloping so Kra'vak get in system)
2) Play games and let the logic of the campaign fall out of what happens (this
will require imagination admittedly, but we're people playing with
little metal guys/ships so we got that in spades already). Having a
little back story helps for this (though more if you want to spin off some
fluff around it, its not essential just for games)
3) Have a map if possible so you can see how things ebb/flow, people get
attached to things when they can see them changing dynamically.
4) Don't allow insta-repairs. If ships/units are lost damaged then don't
allow for the to be immediately replaced (or even replaced in a couple of
games). Try and represent at least some of the pain of logistics and
replacement. This will change the way people play and make some decisions a
lot harder to make (ok for some people they will get some pain before they
learn, but eventually). You can put as much accounting overhead as you want
into that, best to tailor it to local levels of paperwork tolerance (at the
simplest you can put some rolls in place for
who recovers/who doesn't, and have a simple list of times to build stuff
etc).
5) Don't make it too complex and try not too have big gaps between games
(unless you live with your opponent then big gaps tends to doom the longevity
of the campaign)
We've had fun over the years following this philosophy. We have a couple more
space battles I have yet to write up. And now that the dastardly St^3 Jon has
gotten my husband well and truly hooked on 15mm I think (ok know) we'll be
having some bigger scale ground games too.
If I can get enough time between house repairs this summer there may be some
fresh action on the fields of Mars;)
Cheers
Beth
> On 19/09/09 11:41 AM, "Michael Brown" <mwsaber6@msn.com> wrote:
http://theminiaturespage.com/boards/msg.mv?id=179763
"as the topic says, how do you guys play it? Thinking of maybe having a
campaign of FT with my friends about the fall of Earth, wondering if anyone
has ideas on how they'd go about it? Also, we ever gonna get the FT timeline
moved forward, pretty intresting "fluff" methinks"
Anyone?