Hey guys,
So I've been working on this for a little while, really wanted to try out a more meaningful series of games that can build its own narrative. This is a work in progress, the biggest shortfall right now is needing A LOT more time to playtest these mechanics and systems to make sure there's some semblance of balance (although some things are intentionally meant to be imbalanced) across the whole campaign. I leaned pretty heavy on some old WFB do it yourself campaign guides, but definitely it's a mutant of many different ideas all rolled up.
I figured I'd get it out there to the community, FEEDBACK IS VERY MUCH APPRECIATED! If anyone wants to adapt it or even try it with their group, even better!
Main things I'm looking at first:
Does it even make sense? I'll try and upload a picture today or tomorrow of the campaign map I'm using so at least that can maybe help provide some context, but does the sequence of events make sense for the campaign round, etc? Are there places where it's overly complicated and how could it be streamlined? I know a lot of this can be more fleshed out and better explained, I don't think I'm up for making a nice pretty manual or anything but definitely could expand/better organize some things.
Do things seem balanced where they should be: IE faction campaign and battle effects, criteria for determining battles, penalties/rewards for winning/losing battles. Many of the elements can easily be turned on/off to players preference (battlefield weather for instance) just a matter of whether people think this are too simple, too complex, or just right.
Do the battles seem varied and fun without becoming overly complex? I know some of it can be a bit math intensive but the percentages are the best way I know to keep things even when point values may vary.
And does it feel like Runewars or does it feel like a completely different game just with Runewars figures? I tried to incorporate some of the objectives and deployments, but also liked many other elements that just haven't made it into this game yet.
I tried very much so to avoid any sort of economics for the game, and tried to keep the materials to a minimum: biggest barrier to entry for most people I would think would be a good campaign map to use. Maybe if someone knows a good online hexagonal map generator or something? Other than that should just need 2d6 (or even 1d6) and a notepad and paper to keep track of army status.
It's designed to be a 2v2 game, with each player having 2 Armies, but I think you could easily adapt it to 2v2 with 1 army each for simplicity/supplies sake, or a free for all, or a 1v1 with 2 Armies each (recommend smaller map).
https://drive.google.com/open?id=18v3xizgI8QgN-gXELF4ivPvM00xCRq69
Again, I really encourage any feedback out there, and I'll try to get back to anyone as soon as I can.
Cheers
Edited by jcshep19