Runebound campaign rules?

By Emrick09, in Runebound

Hello guys!

Are there any custom rules for making Runebound a campaign experience?

I like the idea of playing many games with the same character while progressing in different expansions.

Thanks!

Eric

IMHO Runebound IS a campaign experience. I don't think it would connect very well to play the same character on several boards since by the time you're powerful enough to beat the red encounters on the base board (for example) you'll also be pretty well set for red encounters on the expansion boards. That in turn means every board you play beyond the first will take 5 minutes while you beat up all the red encounters and win.

You could make some house rules to play all the expansion boards and the main board together (I'd be interested to at least see such a beast if you made it), but that would just boil down to everyone playing on whichever map they like best and could potentially lead to game imbalance if one expansion board is easier to win than the others.

In general, I don't feel Runebound needs to be any longer than it is. It's a complete story all by itself. Keep your eye on Runewars though, it might turn out to scratch your itch on this note.

I just got RB so take my opinion in this light.RB as Steve-O indicated is really an on going campaign.You can get variety with the Adventure Decks or the Big Box Expansions.

OD

A session of D&D is a single adventure, while a session of Runebound is an entire campaign in a few hours. At least thats the pitch I use to get D&D players to try Runebound.

I can also understand the interest in a regular campaign experience. Maybe set the XP cost to level at 4 or 5, get rid of all but green adventure counters on the board, and set the victory conditions for that session so the first player to reach X level is the winner. At this point you would need to decide how you are going to keep track of individual characters stats and items. During the next game, use only the green and yellow adventure tokens. Keep repeating this process until the game ends.

A further idea would be to stretch out each color level over two or more sessions by setting either XP costs or the Victory condition higher. This way some of the other variants can be squeezed in for a particular color.

I think trying to work in variants and other boxed sets could be a problem. You wouldn't be able to complete some of them without having access to higher level adventure counters.

This idea might work best if you are willing to create your own scenarios for each session.But I'm sure thats not a problem if your willing to try to figure out campaign Runebound.

Some of the variants could even be fit into the game. Example: During a session for yellow adventure counters the Cult variant could be used. Just set the scoring so victory could be achieved by taking on only green and yellow cultists.

These are just some rambling ideas but I think it could be done with some work. Please post them if you figure some out!

I can understand the desire to make a larger experience out of Runebound, I just don't think it's necessary. I think this motivation is borne of the same reason that people wanted a better Descent campaign (which RtL at least partially provided.) Namely, people want to explore the world of Terrinoth in more detail. All of the games set in this universe are great, the only bad thing being they are limited to being board games and therefore have a finite scope and finite play possibilities (although expansions certainly do help relieve that.) The point I'm getting at here is that I think a lot of people would really like a proper Terrinoth RPG. Then we could explore the world in as much depth and at as much length as we desire, we could even use the components of the various board games to have properly suitable miniatures and map elements! FFG, if you're listening, have someone get on that. (If you don't have anyone free, call me =D.)