Malifaux Matters

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Thread: Campaign rules

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    Campaign rules

    I have this huge itch to hash out some campaign rules for this game. It's just screaming for it. Maybe something along the lines of controlling certain types of territories to give your whole crew associated bonuses. Hmmm. Too many ideas floating around in my brain for this. Have any of you thought about it?

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    As I started reading the rulebook, I was considering the applicability of campaigns similar to the old 'Mighty Empires' system (GW) where controlled territories provided benefits to your force. Of course, the benefits they provide can't be too overpowering, but done correctly I think that this is definitely a workable idea.

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    I dont like playing games that dont have some type of campaign system in them, or at least for long (its my major gripe against Infinity - heck, you'd be hard pressed to even find an official SCENARIO for Infinty, let alone a campaign!).

    That being said, yes please I can only do unrelated scenarios for so long (but thats just me).

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    Ever since the Beta, I've been turning over ideas for a campaign... I'll try and collect all my thoughts and post them up later.

    Basically, since Malifaux is character driven, my idea for a campaign revolves around moving your master (not minions) around the map as well as influence over territories, not direct control.

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    Ancient Malifaux Spirit EricJ's Avatar
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    We would love to see player created campaigns! That said, expect to see some official Wyrd ones as well, both in the Wyrd chronicles with online support and online campaigns. It is certainly on our to-do list :D
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    (Nick) Pencil Jockey Rank: Super Wyrd! No Avatar
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    Quote Originally Posted by EricJ View Post
    We would love to see player created campaigns! That said, expect to see some official Wyrd ones as well, both in the Wyrd chronicles with online support and online campaigns. It is certainly on our to-do list :D
    It's a very long list!

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    I loved Mighty Empires! I also have some leanings toward a Mordheim/Necromunda "territories" influence too. Like I said, too many ideas muddying up the waters for anything solid right now.

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    Well, with the list of places to fight on Page 92, that'd make it a lot easier to set up a campaign. Make the bonuses reflect some of the events that take place there. That or the player with the bonus get to choose where and how the event takes place if it does.

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    AARG Representative Rank: Super Wyrd! thetang22's Avatar
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    I've been tossing around ideas about a campaign since beta as well. However, I think my idea of a campaign is a bit different than the standard. I like the idea of crossing an rpg with the skirmish, so that instead of just doing regional influence and the such to get bonuses....I want my characters to play through a rich storyline as it happens.

    Also, my idea is based on the idea of possibly playing various different characters throughout the course of the campaign storyline. That way you can experience the events from different masters' perspective.

    For instance, maybe one mission involves Seamus sacking a town to steal some goodies while recruiting some more belles. While he's at the town the Guild are alerted and try to stop him. In this mission you would have some objectives to complete with Seamus while avoiding the Guild and escaping back off the board following completion of the objectives.

    The very next mission could take place directly afterwards. However, now you control the Guild. You have received some information that the item he stole was significant or valuable for whatever reason. The Death marshals are recruited to track him through the wilderness and apprehend him.

    I imagine over the course of the missions and inbetween there would be some fun storyline bits to help enhance it and make it feel like more than just a skirmish game.

    I figure there would be some missions where you may have a reduced crew, or possibly even JUST your master (with the difficulty level of the mission scaled appropriately, or course.

    Anyway, I had played around with various different progressions of storyline and thinking how things could all possibly line up, but since the release of the book with all the new storyline stuff I figure I need to take a lot of the ideas back to square 1.

    I also suppose a big difference in my idea is that it isn't necessarily player vs. player for campaign influence....its player vs. GM to progress through the story.
    Last edited by thetang22; 09-11-2009 at 12:30 AM.

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    jester totem Rank: Twisted No Avatar
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    I guess I would like a blood bowl style "campaign" or maybe mordheim type where each model can get better and gain more skills. I think that cards with skills and gear would work. I am just going to throw some ideas out there. There could be 3-4 control markers on the board with gear underneath them from +1 damage to melee/ranged weapons to scopes for +1 attack. Each time a model survies a game they get points toward a new skill card. the options for these cards are endless there. Maybe each model may only gain 2-3 extra skills.

    The balance for fighting unskilled crews would be that every 3 cards cost 1 soulstone. Again these are just ideas off the top of my head, but that is what I think of when people talk about a campaign. gear and skills would have to stay with the model that picked it up, (why would they give it up) that allows for some randomness.

 

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