These are some of my initial ideas for the Wastelander Campaign system. I guess i should start at the beginning.
Each Player starts with a single character model and a pot of 50 + 5d10 Loot Points (Lp). If the group prefers the players may start with a predetermined amount of Lp decided either by consensus or the GM (if the group is using one). The random value represents the harsh fact that in cruel world of wastelander all men are not equal. This pot can be used to hire additional characters, purchase training/skills and equip a players models.
Each player should end up with either 1 well equiped model, two reasonably equiped models (or of if thier lucky and that way inclined possibly 3 rather poorly equiped models)
Each Additional character model requires the expenditure of 30 Lp in bribes, gifts and misc. hiring fees.
Characters start with a blank statline and the player must attribute 18 points to the main stats in whatever way they desire, though they must put 1 point on both P and W
This is the only time a player may recruit characters though they may promote henchmen models to characters during the course of the campaign
a bit of a jump but i quickly want to talk about resources in the campaign.
There are two main resources that aplayer can earn and spend during the campaign (in both the tabletop and campaign phases).
Loot Points (LP) represent the barter value of the goods that the players models find, steal or earn. it mostly represents the various odds and ends, food supplies and miscelaneous everyday things that they can trade. they are used to feed a players models and to purchase weapons, equipment, reinforcements (and even training if your lucky) the total Lp is kept as a pot for the entire of a players force.
Experience Points (Xp) represent the knowledge and aptitudes a model develops over time. it is earned by characters and units of henchmen and a aeparate total is kept for each character and unit. it is spent to buy skills for characters and promote followers/henchmen to become characters. they may also be used to upgrade a models archetype (eg. make a wastelander into a bandit, hunter or scavenger). Each archetype can only be evolved into a certain limited selection of other archetypes depending on it's specialization. (a wastelander can potentially become anything but a bandit can only become raide/mercenary/enforcer/assassin sort of things). I'll post a list of archetype advancement progressions shortly
I'm still playing about with the warband selection/development rules but it generally depends on a number of things. primarily the leadership skills of the characters and henchmen but also the scenario being played and the resources a player commits to the engagement
using GW games as a rough analogy of game scale, early games will be around the inquisitor level, 2-5 models.
maybe 5-10 games into a campaign warband sizes will be around necromunda sized, 8-15 models
25-30 games in and warbands will pretty much become armies, 40k sized, 30-100 models
game 30+ reaching apocalypse sized mega battles.
in the current draft there are three resourse used in a campaign to build and develop warbands, they are Experience, Reputation and Loot Points uses to buy skills, followers and equipment respectively. these are awarded based on completeing certain tasks either on the table or during the campaign phase.
players can customize the rate of development rate of warbands in a campaign by applying blanket modifiers/handicaps to the amount of resource generated
not really, there is one fixed list of units/options. they are availiable to anyone. picking a faction gives you a discount on some units/options and increase the cost of others. I'm working on the costs of things so that the ingame value of the three campaign resources is more or less equal. this should mean that players can set a points limit for pick up and play games that can be spent freely as any of the three resources. you could build a small force of more elite, highly skilled and well equipped models. larger forces of poorly skilled and equiped models or anything in between
the tree resources are CAMPAIGN ONLY, and provide a mechanism to help an reward players when using various playstyles. even if you fail to earn one resource in a game you'll probably earn something. this will keep bands developing even after severe defeats and should help mitigate players getting knocked out of the campaign
the campaign rules will be completely optional. the important thing is that the way i'm working the unit rules things should be pretty scalable
This is not a negative critique. But in my opinion, the general approach is very complicated. The system of recruitment and creation of units is complex. And too many topics discussed. (Vehicles, flora and fauna, different sizes of armies / gangs, character progression, trade, etc.) Too role for a miniature game.
It seems that a game requires a lot of prep work and it is unclear the ultimate goal of the game. I think most players are looking for a simple and fun game that offers an interesting universe and good miniatures.
In the other hand , all this requires many hours of work and design. Without knowing the success they can have.
I like the atmosphere and background of the game you created and I think it can be a very interesting range of miniatures for. But I think we need a simpler system, especially on the issue of striping and preparation of the game.
Thats exactly why the rules will be split into the core rules and campaign rules. people looking for quick pick up and play games can just use the basic gang selection rules in the core rules. you're able to put together a warband without worrying about things like trade, jobs, wildlife, economy etc. if detailed narative gaming isn't your thing then its ok as that stuff isn't needed to get an actual game going on a table top. The campaign section will add depth to the experience. my personal favourite style of wargaming is narrative campaigns so it's a big reason for starting the project hence it's prominent place in the project. but it's not everything
it's part of whats taking so long, figuring out which rules need to be where. what diagrams i need. all sort of strucure and layout woes
putting together and editing the whole rules manuscript is a big job. I'm trying to take a great deal of care to make the rules clear and easy to follow
I'm hoping people will get into the game via small pick up and play skirmishes and gang fights. theres even going to be appendixes with rules for pitfighting and 'fantasy football' (Blood Bowl, Deathball, Elfball) style scenarios all suitable for pick up and play. and from there try out the more in depth material
I'm also thinking on putting together a starter bundle with a rulebook and a set of basic models. i miost probably will go with a cutdown version of the book without the full campaign rules to save on cost and allow me to get more models in the box. there's a lot of careful consideration and planning behind this project