A "BasementHammer" approach to rules fixes, core scenario options and expanding the game, both for Warhammer Fantasy and Mordheim.
The Objective: enrich the Core Rules with more narrative and story, and add more options for even richer games.

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Thursday, June 18, 2015

Mordheim Campaign Turn and Mission Generation

In this post I will share the set of Campaign Turn rules I scrounged together for our Mordheim campaign, set in the 'Empire in Flames' setting.
It allows for easy setting up of games and die rolls between players, without requiring all players to come together at the same time to play each of their games.

It also includes a list for generating scenarios, compatible with warband Objectives (from Border Town Burning and Mutiny in Marienburg).

You can get the PDF of this part of our rules here: 'Empire Burning' Campaign and Scenario generation.
(that campaign name is awful, I know. it's a work in progress).

So I'll start with saying that getting all players together to play this kind of campaign is a nightmare. People may be legitimately busy, or legitimately something unexpected happened, or they may simply be lazy and forgetful and not show up or warn anybody. That can grind campaigns into a halt.

So I took Cianty and Werekin's Campaign Turn system (from Border Town Burning and Mutiny in Marienburg) and adapted it so players don't need to all be together when deciding who plays against who, the they can plan their games separately.

How does it work: Very simply, you roll everything you need after you finish a game (including which scenario you might play next round) and then go home. This 'Downtime' allows you to buy stuff for your warband and select any skills you earned.
Then you need the magic of the internet (a forum or Facebook group works great) to come together, and compare Warband Ratings/ Campaign Points in a list, to decide who's in the lead and not. In order, each player will then challenge another (or others, for multiplayer games) to the scenario they had already rolled (so they do know in advance what their mission might be). Repeat until all players have a game set up.
Once they come together to play, players resolve any intended Rarity rolls in the presence of their opponents (or allies!) and start their scenario.

How we fit it to our needs: Because we are a busier bunch, we give two weeks for each campaign turn to sort itself out (but if you have enough free time, this can be done in a week). People organize individual games (mostly 1v1, but some 3-player and 2v2 games) throughout this time, and post up the result online afterwards.
Once everyone has played, Ratings/Campaign points are posted up, listed in ascending order, and challenges start with the person lowest in Campaign Points.
(we dabbled in starting with the lowest warband rating, but Maneaters and Dwarves just kept popping up there and always challenging first, so we changed it to Campaign points). Warband Rating woes.

Scenario generation: The PDF includes also my massive list of scenarios used for this campaign, which create a huge diversity in missions and make the whole Objectives system (again, from Border Town Burning and Mutiny in Marienburg) very rewarding. The scenarios were gathered from several sources online, from old Town Cryer magazines as well as a few Community-made scenarios (and a couple of my own design and/or adaptation).
If you're trying to figure out where the hell to get these scenarios, click here: Massive PDF list of Mordheim material. My thanks to the kind soul who put this together online :)

It should be said that this campaign is still in development, so the list of scenarios is likely to change a bit.
But the Campaign Turn system works like a charm! :D
My thanks go to Cianty and Werekin, and all those who have helped (and are helping!) bring those two supplements too life. They have revolutionized Mordheim in my humble opinon.

Hope it can be of use, especially for those who may be struggling to organize a campaign and people don't have enough schedule flexibility all the time.

Cheers,
Nuno

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