Where is the Campaign, why isn't it out, and what I hope it has...

By jek, in Runewars Miniatures Game

So as @Tvayumat pointed out in one of his many topics, either here or on FB the launch kit mentions the campaign coming with this game...I wish it was already out because I want all the things and I want all the things now...But mainly I want to see what it brings to the table and what can be adopted for league play. I'm honestly not expecting much non-homebrew leagues to show up for this game because in the past FFG has done a very good job of tournament resources (which will easily be adapted to a league type play) but I can't think of any real league OP. I could be wrong but I digress. The talk of campaign is completely ambiguous that I am now trying to figure out want we will see from it and what I hope to see from it...and the main thing I really hope to see is a build your own hero type thing, it was one of my favorite things Infinity had in their Spec Ops character. Also there was that super interesting looking X-wing thing that did the same thing I don't remember what it was called but I know it has been mentioned a lot here through out various conversations of what other people are hoping to see in regards to support.

Also a map in the campaign info would be nice...

So what about everyone else?

6 minutes ago, jek said:

Also there was that super interesting looking X-wing thing that did the same thing I don't remember what it was called but I know it has been mentioned a lot here through out various conversations of what other people are hoping to see in regards to support.

Heroes of the Aturi Cluster .

First, I liked the simple "campaign" in the launch kit, which was simply some missions strung together. While victory and defeat could just dictate which mission is next, I want there to be some more rewards. For example, in BattleLore: Command, each mission you complete unlocks more units for you to choose. For example, you start off with basic Yeomen Archers and Citadel Guards, but as you complete more missions, you add to your growing army more archers, Riverwatch Riders cavalry, Rune Golems and Roc Warriors. In some cases you can even choose which mission is next, and each one provides a different reward, but you can't take both. That's an interesting aspect that can be explored. However, I also hear that The Corellian Conflict has a problem where the once a player starts to get ahead, it's incredibly difficult for the other player to win. That would need to be toned down a bit in the campaign for this game.

I like @jek 's idea of creating/customizing heroes, because that fits so well with the Terrinoth games of RuneBound and Runewars. That would be awesome!

Another crazy idea I had. Much later on, when the game has grown, Waiqar formulates a terrible plan. Seeing the power the Daqan Lords and Latari Elves, Waiqar decides that he needs the most powerful warrior of all on his side - Llovar Rutonu. He sends a troop of necromancers and warriors to retrieve the bones of Llovar and bring him back from the dead. Waiqar uses the Dragon Runes to control Llovar, but it isn't long before the blood sorceresses of the Uthuk find a way to break his hold, and Llovar is set free once again to lay waste to Terrinoth. I would hate for such a powerful figure to dominate the tournament scene, so he would need to be balanced in points and abilities, but for campaign play he needs to live up to the fear that everybody has of the leader of the Locust. They could release a Llovar Rutonu expansion pack that includes a unit card not only for standard play, but also for epic campaign play, where he is far more powerful and dangerous, and presents a challenge for the opposing player to overcome. Of course, campaign play would also need to be balanced, so I'm not sure how to address that, but this is just the first seed of this idea, and I wanted to share it with you.

1 hour ago, Parakitor said:

Another crazy idea I had. Much later on, when the game has grown, Waiqar formulates a terrible plan. Seeing the power the Daqan Lords and Latari Elves, Waiqar decides that he needs the most powerful warrior of all on his side - Llovar Rutonu.

At first, I cringed at this idea because Waiqar hated Llovar, but the more I thought about it, hte more I realized he may get some sick gratification of raising his old nemesis as his own puppet. That sounds like a fantastic idea.

Diskwars used to have story built into the tournament scene and I hope Runewars does, too. It'll make it so much more compelling for casuals and hobbyists to get up and go to tournaments if there's more to it than just "be the best player."

18 minutes ago, Budgernaut said:

At first, I cringed at this idea because Waiqar hated Llovar, but the more I thought about it, hte more I realized he may get some sick gratification of raising his old nemesis as his own puppet. That sounds like a fantastic idea.

Diskwars used to have story built into the tournament scene and I hope Runewars does, too. It'll make it so much more compelling for casuals and hobbyists to get up and go to tournaments if there's more to it than just "be the best player."

Yeah, I had the exact same thought process. It seemed odd at first, but Waiqar is definitely WAAC (win at all costs) villain, and I totally see him as the type to revel in the chance to control the mighty warrior leader whose people had wronged him so. I, too, hope that the tournaments (or any kind of quarterly kit) have a solid story element. But I also think, as the jek has mentioned, that a campaign you can play over the course of several game nights, either in store or at home with your buddies, sounds really exciting.

There isn't a campaign system that rewards victories and doesn't have room for one side to get runaway momentum. Either victories matter and you are playing a campaign or they don't and you are just forcing yourself to play the same army a few times.

But yes, this game screams for a good campaign system

23 minutes ago, Church14 said:

There isn't a campaign system that rewards victories and doesn't have room for one side to get runaway momentum.

That seems like a bad design. If victories continue to snowball there's little incentive for anyone to bother finishing the campaign. I can't imagine that it's fun for either side if the outcome of the later matches in the campaign are more or less determined before any models even get put on the table.

31 minutes ago, Church14 said:

Either victories matter and you are playing a campaign or they don't and you are just forcing yourself to play the same army a few times.

The outcomes of individual matches should be changing the narrative of the campaign and possibly adding some interesting gameplay options or twists. I don't find campaign play very compelling if all it does is strengthen the winner and weaken the loser.

What I would love to see is a new edition of runewars the board game fully decked out as a campaign system. Like mighty empires was for fantasy

1 hour ago, WWHSD said:

That seems like a bad design. If victories continue to snowball there's little incentive for anyone to bother finishing the campaign. I can't imagine that it's fun for either side if the outcome of the later matches in the campaign are more or less determined before any models even get put on the table.

The outcomes of individual matches should be changing the narrative of the campaign and possibly adding some interesting gameplay options or twists. I don't find campaign play very compelling if all it does is strengthen the winner and weaken the loser.

The most effective version of a campaign that I've seen was a battletech campaign. You started with 30000BV, but could only field X amount in a match (like <10000). That amount was dependent on the scenario and the campaign drove the scenario choices. During the campaign, you could do some small rebuilding but generally burned through your reserves. It kept matches mattering as your reserves dwindled, but didn't force players to play way down on points.

Our local CC campaigns for Armada worked phenomenally because nobody was playing for keeps. Otherwise, a couple of ruthless players would have ruined it. Nonetheless, it did at times just feel like just forcing ourselves into limited fleet construction more than a campaign.

Edited by Church14