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Infinite Dark Design Blog #7 - Campaigns

🕑 Added 2021-05-19 08:00:03 +0000 UTC

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Precinct Omega

Tournament play is an entirely different beast to campaign play, imo. It's incredibly hard to sustain a narrative in a tournament setting. Not impossible, I hasten to add, but it really only works with the right game and every participant coming in with the right attitude.

Paul Holden

Also worth considering a "Swiss" format where winners play winners. Then everyone should be getting competitive games. NFL do just this when scheduling the cross division games - you play everyone in your division (twice) but you also play a number of games outside your division - and in those games you have to play better teams the better you did in the previous season. I wouldn't just go Swiss for a league but I might add an element of that along with playing round robin...

Precinct Omega

Necromunda pretty much does this. But, if anything, I'd push to the opposite. If you want to keep things so that no one side can have a runaway victory, then both sides should be equally rewards, victory or defeat. Possibly defeat might even be more advantageous in the next battle (although victory might be more advantageous in the longer run).

Andre Strauss

Well said, Robey. The typical problem with multiplayer campaign games are what I found after playing two "championships" of Blood Bowl: the early winners will most likely win more, the early losers will most likely loose more. Handicap methods are usually not enough for "balancing" the teams after a start. Thinking too much about it, I came up with an idea that never took off. Let's assume a game that have a measure of win/lose like victory points. One team won with 4VP. The other ended the match with 1VP. The team that won would receive 4 "Prestige Points" and 1 "Experience Point". The team that lost the match would receive 4 "Experience Points" and 1 "Prestige Point". Prestige points can be used to get better equipment for your team and/or new characters. Experience points can be used to get more skills for the existing characters of the team. Equipment and characters can be lost during conflicts, but if the game allows for easier character "recovery", than equipment recovery, it would make a small catch-up mechanism. Assuming the game has a good balance of skills and equipment, I think that should work out a little better than the typical: I won, I get everything, you lost you got nothing.


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