Alright,
so what's this about?
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.
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.
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.
So,
enough with the talk. Here it is:
(klickit!)
Edited by John Tenzer