A Tale of Two Families - A non-linear narrative campaign ready for playtesting

By John Tenzer, in X-Wing

Alright,

so what's this about?

:mellow:

Well, since I started with X-Wing last year (around the same time) I've got quite annoyed with the fact that this games default mode of play had proven to be the standard 100p-Dogfight.

While it is the easiest way to set-up and play and also to organize tournaments around, it also made entire communities to enforce just that one playstyle on any player entering "The scene", if these players wanted to keep on participating in it.

In the end any vision of other ways to play the game turned out to be just that: Rather nice imaginations of how the game could be played.

:unsure:

As I felt rather displeased with this rigid structure, thus came the idea to take a chance and go all the way I myself had wanted to go, when I then bought into the game:

Playing cinematic battles in the Star Wars Universe that tell a real story, in which every victory or loss counts.

Thus I took inspiration from games like Wing Commander I, Fallout, the FASA-Battletech-, and Crimson Skies-Games or (yes) XCOM - Enemy Unknown to set it up.

^_^

I established an original storyline into which I included missions I wrote myself, missions from other authors (with their permission, of course) and missions written by FFG - all these to have as much variation in the mission objectives and gameplay as possible.

All these missions were build into a non-linear progression tree with 1 initial mission but 4 different outcomes.

In total there are 18 missions available, of which 6-8 will be played in a run from start to end, with the type of each mission determined by the winning players faction.

Thus the campaign should be long enough to build up tension, short enough to be actually played 'til the end, and be kept interesting enough for replay value to "unlock" every mission possible.

Every mission also grants rewards for the players - such as named pilots, unique upgrades, or bonus points and extra ships.

It obviously was written for private purposes only.

The campaign itself was written for 2 players, one playing the Empire, the other the Alliances rebel forces.

:mellow:

Into the missions, the campaign system and the rewards went quite some thoughts, but yet (as I would consider it still in the Beta-Mode) it obviously needs its proper field-test to file out all of its little edges and kinks.

^_^

And that's, my fellow players is, where you come into play!

If you are interested in taking a leave from the established tournament setting, this campaign gives you the opportunity to try out something, well, new.

I hope you'll have as much fun playing it, as I had writing it (so far). And that, if you give it a try, you might help me out to finally modify it so far, it will run as smoothly, as it is supposed to do from the start.

:rolleyes:

So,

enough with the talk. Here it is:

A Tale of Two Families

(klickit!)

Edited by John Tenzer

I've done quite some editing on the thing since the last version posted here.

Especially Mission Empire 2: The Bail-Out got a rework since it wasn't possible for the Rebels to win the mission.

Now the Set-up and the Mission objectives have changed a bit to ensure that the rebels get a chance to bring the mission (and their captured pilots) home...

A Tale of Two Families Mk.IX

Edited by John Tenzer

Thanks for this. I am always looking for scenarios and missions to play with my son, and this looks awesome. :)

I'm giving this a start tonight. Looking forward to it. Thanks for posting.

I don't know if you're looking for proofreading, but there's a couple things that jumped out at me.

Page 5, under "Rewards", you spell bonuses as 'bonusses'.

Page 6, some of the prologue formatting is strange. Also, you have 'resistent' groups, which should be 'resistance' groups.

Page 8, you say that "Initiative is decided by the standard rules in the Core rulebook". It would be quicker to paraphrase the core book and say 'Imperials have initiative'.

These are all very nitpicky. Overall the presentation is very slick, and I really like the way the missions are laid out. I hope to have a chance to try them soon!

I don't know if you're looking for proofreading, but there's a couple things that jumped out at me.

Page 5, under "Rewards", you spell bonuses as 'bonusses'.

Page 6, some of the prologue formatting is strange. Also, you have 'resistent' groups, which should be 'resistance' groups.

Page 8, you say that "Initiative is decided by the standard rules in the Core rulebook". It would be quicker to paraphrase the core book and say 'Imperials have initiative'.

These are all very nitpicky. Overall the presentation is very slick, and I really like the way the missions are laid out. I hope to have a chance to try them soon!

Proofreading and playtesting and the following input of you testers is what I am looking for in this thread. I'll collect everything here and edit it then into the final campaign book.

I am looking forward for reviews of the actual game experience.

Thank you all so far.

I tried this idea out, but never got quite as detailed. Look forward to using yours with my group of friends!

I've been enjoying this scenario a ton lately. I have a couple of points you could probably clarify in your rules.

* I'm about to play "the Duelist", but Argyle Horta and Kel Brenner pilots are not assigned pilot skills. You should specify those for correct movement and firing order.

* In "Enemy Mine", the rules for placing obstacles are a little unclear, so we fudged them. I don't believe it's possible to follow the rules to the letter. We used the graphic rather than the text, and kept asteroids out of the 3x3 area in the middle, rather than a minimum 2 from the lambda (quite a large area).

* Also in "Enemy Mine", on page 14 the Empire is [Granted] a named TIE Bomber and a Lambda Pilot (or should it be just one or the other?), In the chart at the back though, it shows that reward only for having won that mission.

Overall, very exciting. Even the more basic missions are made a lot more fun by the limitations of mostly generic pilots, as well as the threat of permanently losing your named pilots.

Thanks for sharing.

Hello,

sorry for the late reply. (I should really revise my notification settings).

- The Duellists: Go with a Pilot Skill of [6] for Kel Brenner and [5] for Argyle Horta.

- Enemy Mine: I will take a look at the instructions for placing the obstacles both for clarification and also for downsizing the instructions.

- Enemy Mine: The Pilots are earned by an Imperial [Victory]. So far it is also one pilot for the Shuttle [and] for the Tie Bomber, with the condition that you only get the option for the named Tie-Bomber pilot if you have fielded Tie Bombers during that mission.

I am happy to hear you enjoy it, and hope that'll stay that way 'til the end of the campaign. ;)

I've done some minor adjustments in the missions you've played or passed already and am now waiting for further feedback on the missions to come.

Thanks a lot for your feedback so far...!

Edited by John Tenzer

Put another revised version of the campaign online:

MK.III

Changes:

  • Wording and some formatting issues
  • Switched the position of Mission "Enemy Mine" and "A Hidden Gem" with each other
  • which got also updated on the progression tree
  • "A Hidden Gem:" Downgraded the starting points for imperial forces from [60] to [56]
  • "A Hidden Gem:" Setup of imperial forces changed
  • Clarified Rewards in "Enemy Mine"
  • Added Pilot Skills in "The Duelists"
  • Reduced Asteroids in "Coup de Grace" from [12] to [10]
Edited by John Tenzer

And another edit:

A Tale of Two Familes Mk.12.3

Just minor things:

  • edited title of page 10 from Rebels to Empire
  • narrative edits
  • Setup for Mission "Rebels: Enemy Mine" tweaked.

Enjoy...!

Another edit on the campaign. This time the mission "The Changeling"

  • Setup
  • Mission conditions
  • Special rules
  • Mission objectives

(Basically everything in the mission had to be modified. Now it should be working to the campaigns concept.)

A Tale of Two Families Mk. 13.0.

Edited by John Tenzer