Just sent out idea number 2 for the campaign
Rough form at present.
A system of trails and hidden forces.
Martin,
As we play around with version 2 of the campaign, it might be useful if you could summarise what you felt didn't work so well in version 1, so we can see how well the revised version copes with those issues?
Thanks Simon.
Campaign 1 "perceived" problems
1. Needing two maps, one of which contained secret information and thus needed to be kept from the other player. I prefer both players to be focussing on one object.
2. Misunderstandings of which square things were in.
3. Recording of which locations had been attacked once/twice/not at all.
4.Keeping trcak of force size changes
Campaign 2
should (ha!)
1. Allow for breaks in the campaign between games because a trail will only include one force(usually) . It is hoped that campaigns will only last a month?
2. The protector player only need record trail and increment location of each force and party.
3. Forces will not vary in size as the campaign progresses.
The present downsides is that there is not one overall good looking map. Secondly i will need to include more skill rewards so that it is not too predictable and luck reliant.
This work continues!!
martin
Does the research for campaign number 2 really need an exploration of the west coast of california to get it right?
Thanks, Martin - that's very useful background.
Les. it is vital! (?).