A new(?) style of campaign

By malladin.ben, in X-Wing

I'm going to be running an xwing campaign in July and some people here might be interested in it. I'm running it as a tournament-like event (but by no means competitive like a tournament), over a weekend, but it the core of the idea could easily be adapted for local clubs over a number of weeks.

Here's how it works...

Each player takes on the role of one of the iconic characters from the movies or "legends" and plays a series of x-wing games that will grow into your own personal story arc over the weekend. Each unique pilot, crew or astromech exists only once in the campaign, so each character also has a selection of wingmen (and women and droids) that only they can field over the weekend.

Each player has a series of pre-written missions that make up their personal storyline, and a nemesis for the event - the two players who are each others' nemeses will have a story arc that leads them to a final battle against each other in the final game of the campaign. In the rounds before the final round, only half of the players will be playing out one of their story arc games, so the other players will get to choose which mission they want to play, where they get to play the role of antagonist in a chapter of the other player's story arc. Winning or losing each game plays a big part in your progress towards the final game against your nemesis, changing the next chapter in your story arc with each success or failure. Further, as each player claims the mission objectives in their games, they also gain Plot Points, which allow them to develop and improve their character's or squad's abilities.

Not only are is each player playing through their own character's adventures, but also working in a team for each faction: Rebels, Empire or Scum, trying to dominate the galaxy over the weekend. When playing as the antagonist, you are also playing for your team, earning campaign points for your team. Campaign points come in different flavours: Protect, Destroy and Capture determine who has the best resources available, which will have an affect on the points they are able to field in some missions, and Infiltrate and Counter-Intel campaign points which affect how much information the team gets about their missions.

In addition I've also got rules for injuries to pilots that get eliminated in a battle, and a system for creating named pilots from generics that put in a stunning performance in a game.

I've got a rules pack and event pack on my website (link in sig) that may make some of this a bit clearer. A lot of what will happen (story missions, etc) I'll be keeping quiet until after the event, but I will probably post back here with the full info when the event has run.

Finally, if there's anyone within decent travel distance of Stockport, UK fancies coming along, there's still tickets available on Element Games website (link in sig)

Cheerio,

Ben

Sounds interesting. I wish they had a sticky on this site for game variations.

Yes it sounds interesting but it's hard to discuss because we don't know anything about you rules systems.

E.g. whats the impact of a "hero" dying in a mission. Will it be interesting enough if you have bad luck and then keep on failing because you got a disadvantge? Similar questions arise. So if you want to keep it interesting the players always should ahve a chance in later games even if it is a little bit of an uphill battle. That means the results can't have a huge impact on character development. I mean how interesting would it be to finally face your nemesis and get blown out of space in 1 round.

So my guess is that it's going to be hard to deliver on a balanced experience for everyone involved.

There's a lot of the rules I'll be using in the rules pack you can download from my website - there's a link in my sig.

The main Hero isn't affected by being shot down. plot points are earned by completing objectives in the mission, so it's still possible to earn some rewards even if you lose the game. plus you get to build your list to each mission, provided you include your main character. A lot of the rewards are inspired by Major Juggler's house rules, so tend to go towards fixing the imbalances rather than creating new ones. plus I can adjust mission parameters dynamically on the day to adjust for any perceived strength or weakness of a particular player (I'm not playing myself so that I can manage the event) rewards for winning are more measured in terms of story development than just making you better at the next game.

cheerio,

Ben