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Author Topic: How do you run a campaign?  (Read 910 times)

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Offline Sgt. Backhand

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How do you run a campaign?
« on: January 4, 2012, 12:44:20 PM »
We've been talking about it at my LGS, and we always see certain questions popping up.

Who do you want to play?
How many people can we get?
How often do we need people to play?
How long does it last, and who is the winner?
Should the store charge money for this? Are they helping out in some extra way?
Do we do forced pairings, or let people play who they want?
How big are the games?

A format we were tossing around is to give each player 10000 points in their "pool," and deducting points for each game. In this set up losing a 2K game would cost you 1000 points. Winning costs 500 points, and earns you a "campaign point."
Campaign points can be spent on advantages during the campaign, but the ultimate winner is the guy with the most points (out of his 10K) after a set number of games.
To have complete ignorance is different than to have complete disregard.

Offline WisdomLS

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Re: How do you run a campaign?
« Reply #1 on: January 4, 2012, 05:23:05 PM »
Below is a link to a website/blog dedicated to designing and running all types of campaign in 40K

http://goingoncampaign.blogspot.com/

I found it a great help for the campaign my friends and I are about to start, it describes in detail the various different ways of running a campaign and gives tools to help you do so.

Offline Sgt. Backhand

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Re: How do you run a campaign?
« Reply #2 on: January 5, 2012, 09:39:00 AM »
Thank you, this should be very helpful.
To have complete ignorance is different than to have complete disregard.

Offline Sheepz

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Re: How do you run a campaign?
« Reply #3 on: January 5, 2012, 08:08:23 PM »
A campaign should be like a relationship, fast, loose, and not too many rules. Nothing kills a campaign like stagnation, smothering, overcomplication and having an affair with her sister. Personally, I'd go for a straight up map venture, involving a set number of weeks, with every player fighting for territory. If you had an independent GM you could make it story based, as a narrative keeps people interesting and occassionally spices things up with a few new scenarios. Keep it simple, keep it ticking over nicely, and be adaptable. The system you've suggested does seem more complicated and better suited to a tournament.

 


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