Campaign ideas

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Greeny
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Campaign ideas

Hello all,

I've been playing around with some campaign ideas to play in firestorm games after the tournament, and I thought I'd put the basic premise up here to see what people think, and to get suggestions, improvements etc, I Like map based stuff, but as we have no map of the Jwar isles, I've decided to do something little smaller scale-

Map is of one ruined temple somewhere in the Ro-Kan mountains.

Based around collecting 'Temple Ki' a resource generated each campaign day

Hex map to help with resource movement

Mechanism within campaign days which matches the statue turning style scenario to move resources around.

2 warbands per player. with fixed lists in each warband

I'll put more up later, when I've finished polishing up what I've already typed 

<edit> I've put everything I've got so far up, in multiple posts so it's not one massive post, still a lot of words I'm afraid!

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The Ancient Temple- Campaign

If you wander deep in the Ro-Kan Mountains for long enough there is a chance you will come across an ancient site, where heaped stone and jagged walls mark the boundaries of a once proud temple. As you walk into its overgrown gardens you will pass numerous small shrines and gnarled statues of lost Kami, pitted and stained with the patina of years gone by. Maybe you will happen across the remains of a paved boulevard, the stones cracked with the roots of the trees as the forest takes back the paths that man carved from it, and if you follow that path in the right direction you will eventually come to the ruined magnificence that was once the central temple itself, the wood rotted away long ago leaving only the skeletal stone levels, tiled roofs and time scarred statues to rear up out of the forest like a dying colossus.

But even in its scarred and fallen state, a place of power such as this one still resonates with the energy of the land, a vibrant source of powerful Ki, and there is no knowing what would be  possible should this power be harnessed by one of the factions that battle over these fractured isles...

This is a small scale map based Bushido campaign designed for between 2 and 6 players, although more can be accommodated if needed.

 

Setting- A ruined temple of ancient power in the Ro-Kan Mountains.

Timescale- each campaign turn represents a single day’s exploration in the ruins.

Forces- each player has 2 warbands on the map for 80 rice in total split between them. Each must contain at least 30 rice of troops. Write these lists before the campaign starts and keep track of which warband is which. If it is agreed between players you may have duplicate characters in different warbands, but no duplicate characters in the same warband.

Victory conditions- The player with the most Temple Ki at the end of 30 days is the winner. In the event of a tie the player who owns the most hexes wins.

Setting the map- the map should be 7 hexes high and wide, with the central hex marked as the ancient temple buildings. Each player adds an extra hex anywhere along the edge of the map, this is their base camp. There are 6 locations that are in a direct line from the temple hex edges and these are good starting points. Apart from these base camps and the central temple hex all other hexes begin the game as ‘unexplored’ hexes.

Starting the Campaign- each player rolls their tactical roll for each Warband, they are then moved in that order in the first day.

Never tell me the odds: Han Solo;)
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Campaign Day sequence

 

  1. Warbands choose orders
  2. Roll for each warbands tactics
  3. Activate warbands
  4. Resolve assaults
  5. Generate and move Temple Ki

 

1. Warbands Choose Orders.

Each warband can take one action a turn- these actions must be chosen from the list below at the start of the day in secret, and revealed before the first warband is activated. A warband can always choose to defend instead of its declared action.

  • Explore- The Warband moves one hex into an unexplored hex. Roll 2D6 on the exploration chart to see what is in that hex.
  • Assault- the Warband moves one hex into a hex explored and owned by another player (or the ancient temple itself). The player who owns the hex is allowed to use their closest warband to defend it in a game as long as that warband has not declared an assault action this campaign day, or it is already defending against an assault without declaring a defend action. If no warband is available to defend the hex changes ownership immediately.
  • Retreat- The warband moves one hex into a hex its owning player has already explored and still controls.
  • Defend- the warband does not move, but may always fight in defence of any number of assaulted friendly hex, even if it is not the closest warband.
  • Harvest- the warband does not move, but instead forces this hex to generate Temple Ki if it can, which will initially move in the direction of its base camp.

 

2. Roll for each warbands tactics

Each player then rolls tactics for each warband- if warband contains at least one model with tactics they may use the highest value in the roll. Roll off between draws to see who takes priority. Note down which order the warbands moved so you don’t forget each day.

 

3. Activate warbands.

Starting with the warband that won the tactical roll each player takes it in turn to activate their warband and complete the declared action. At any point in the Campaign day before they activate a warband can elect to drop it’s activation to instead ‘defend’. Make note of which assaults take place and which warbands are defending them (If a warband has declared a ‘defend’ action it may defend against several enemy assaults, if not it may only defend against one). Players must roll on the exploration chart immediately when exploration takes place. If a warband cannot complete its activation for any reason, it is assumed to ‘Defend’

Never tell me the odds: Han Solo;)
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Exploration chart

When a warband moves into an unexplored hex they are moving into an unknown area of the overgrown temple, and they could find anything hidden in its boundaries. Roll 2D6 on the table below to see what they find-

 

 

Dice Roll

Discovery

12

Ruined Temple- a secondary temple, lost in the jungle for years stands proudly before you, its power is undimmed by time and it could be the key to victory here. Any scenario may be played in this area; Any Temple Ki that passes into this area will leave it in a direction chosen by the owner. This area will generate D6 Temple Ki if Harvested.

11

Ancient battle ground- the shrines paths are littered with the rusted wargear of lost defenders, and those who pass through feel the call to war surging through them. All games in this area play the ‘honour duel’ scenario. Any Temple Ki that passes into this area will leave it in the same direction, although if a warband in this square assaults or defends that day the value of that Temple Ki is doubled as it passes through. This area will generate 1 Temple Ki if harvested

9-10

Small Shrine- The area contains a small shrine dedicated to a lost Kami, The warband can place offerings here if they wish- All games played here must use ‘the Offerings’ or ‘Keii’ scenarios. Any Temple Ki that passes into this area will leave it in the same direction. This hex will generate 2 Temple Ki if harvested.

6-7-8

Temple Grounds- The area is overgrown and littered with debris, but other than a sense of harmony it has little else. A lone statue channels the power of the temple, turning on its carved pedestal. Any Scenario may be played in this Hex. Any Temple Ki that passes into this area will leave it in a direction chosen by the owner. Cannot be Harvested.

4-5

Playground of the Kami- A wandering Kami was bound to this area in years gone by, and though of no great power, they are still spotted drifting about the ruins of the old statuary. All games played here must use the ‘Catch the Kami’ scenario. Any Temple Ki that passes into this area will leave it in a direction chosen by the owner. This area will generate 1 Temple Ki if Harvested.

3

Mystic Walls- the walls in this area have survived the years better than most perhaps due to the strange markings that cover them, interrupting the flow of Ki. ‘The entrances’ scenario is always played here, Temple Ki that passes into this area will leave in a random direction. Cannot be harvested.

2

Desolation- this area is almost completely barren, only a few statues remain, whatever happened here has tainted the land for all time, with the corrupted Kami here seeking to spread this taint across the temple. Any scenario may be played here, although there will never be more than two pieces of terrain on the board in these games. Temple Ki that passes into this area will leave in the same direction, although it will have its value halved (rounding down). If this area is Harvested, the owning player may immediately choose any other area he owns and replace it with another ‘Desolation’ before Ki is generated this turn.

 

Once a Hex has been explored it will remain the same type of Hex for the rest of the campaign, (unless it is changed into desolation) so it is easiest to make note of its type and the Ki direction chosen on the hex itself. If a hex allows players to choose direction they must do so as soon as the hex is in their ownership.

 

Once all the warbands have taken their action or sacrificed it to defend move on to resolving assaults - if no assaults took place skip straight to stage 5

Never tell me the odds: Han Solo;)
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4. Resolve assaults

Whenever a warband assaults enemy territory and an enemy warband is available to defend it a game takes place. These can be played at any point but the campaign day cannot end until all games have taken place.

Choosing forces-

The Rice value of each warband and the forces in it will have been decided at the start of the campaign, so ignore all scenarios references to Rice values. You do not have to use all the characters you have in your warband in every assault, but you cannot use any characters that are not in that warband.

Choosing scenarios-

Some areas have specific scenarios that must be played, but others allow free choice, where this is the case the players roll tactics for each warband, the highest roll chooses the scenario. The following modifiers apply to the dice roll-

  • No defending warband within 5 hexes- +2 to assaulting warband
  • No defending warband within 3 hexes- +1 to assaulting warband
  • Defending warband used ‘harvesting’ action today- +1 to assaulting warband
  • Defending warband is in assaulted hex- +2 to defending warband
  • Defending warband used ‘Defense’ action today- +1 to defending warband
  • Friendly warband in adjacent square- +1 to appropriate warband

Results-

The winner of the game immediately gains control of the assaulted Hex. If the assaulters lose or the defending warband that lost was in the hex the losing warband may make a free ‘retreat’ move, if they cannot retreat they may make a free ‘explore’ move. If they cannot do either the opposing player rolls 1D6, deduct that number of rice from the warbands value and return them to their base camp. Draws count as a victory for the defending player.

A player that successfully assaults a hex that allows its owner to change Ki direction must choose that hexes new direction immediately.

Never tell me the odds: Han Solo;)
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5. Generate and move Temple Ki

All Temple Ki is generated at the end of each campaign day, then the temple Ki from the ancient temple buildings, then from any harvested hexes.

 

Ancient Temple Buildings.

The central ancient temple generates Temple Ki each day in the following manner-

  1. First roll 1D6, this is the amount of Temple Ki bursts that are generated today
  2.  Roll 1D3 for the amount of Ki in the first burst.
  3. Roll 1D6 for the direction of the first bursts movement (the top right facing is 1, and the other numbers correlate to the subsequent facings in a clock wise direction) it will move in that direction until it reaches a table edge or moves through a hex which changes its direction.
  4. If the Ki moves into any players base camp they gain that amount of Ki to their campaign total.
  5. Repeat steps  2-4 for the second and subsequent Temple Ki Bursts.

Owning the Temple.

If a player owns the ancient Temple and his warband decides to Harvest it, before the roll for the amount of bursts is made he may choose to either: Have the first burst move in a direction of his choice, or, re-roll any or all of the bursts directions before they move. The ancient temple can never be turned into desolation, and although any scenario can be played there it is always the choice of the defending player.

 

Harvested Temple Ki from Hexes.

After the Ancient Temple Ki has been resolved, the player who had the highest tactical roll today may resolve any harvesting that took place by his warbands today in the following manner-

  1. Work out how much Ki each harvested hex generates (this is in each hex’s description)
  2. The Harvesting player decides the initial direction the Ki moves.
  3. Move the Ki in the direction chosen until it reaches a table edge or moves through a hex which changes its direction.
  4. If the Ki moves into any players base camp they gain that amount of Ki to their campaign total.

Once that player has resolved all their Harvests, the other player take their turns to resolve any harvesting their warbands declared.

Change Hex direction

After all Ki has been resolved players may choose to change the direction Ki is moved from any of their owned hexes that allow this for the next day.

Never tell me the odds: Han Solo;)
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Ret moosh
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Awesome stuff!

GCT xoddsx
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Hey Greeny,

Haven't had a chance to peruse this sufficiently but looks great, don't want this to get lost in the excitement of the Indiegogo stuff.

Will get some feedback as soon as possible, at first glance it looks excellent!

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cheers, my timing was poor!

Never tell me the odds: Han Solo;)
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Seems interesting, and couldn't be better timed as I'm also looking at getting a campaign going around here to push the game a bit mor. I like the Ki flow mechanic, but it the temple ki flow seems very random at the beginning until maybe day 3 or 4 but I guess 30 days should be more than enough to even the odds.

I think what could be interesting would be maybe another 2 special tiles that are set in specific locations? I was thinking one that allows you to to send for reinforcements, so being able to change your warband as an action, and another one that could be harvested for a small amount of rice.

The reinforcement tile could add a bit of depth and flexibility especially if the campaign drags on a bit and new waves are released. That could also make smaller campaigns with 50 rice total more tactical, allowing you to reconfigure based on the intel you gathered from previous fights.

The special start field for gaining rice... I'd suggest no more than D3 rice. And could help you mitigate loosing a few rice due to tough luck and also is the next big target next to the temple itself making you choose between controlling the main ki flow or strenghtening your numbers.

Greeny
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Hi Keladryel- those are cracking ideas, and have massively helped me finish off the experience rules I was working on- can't believe I forgot any reinforcements rules! I've added them into the rules for 'Favour' take a look and see if it works, or if you think the extra locations would still help? (possibly changing existing locations so you can harvest Temple Ki or Rice?) Favour rules in one quite big post I'm afraid:

Optional additional Rules- Favour

To replace individual experience and veteran models (which would be difficult to represent with the statistics cards as they are) instead experience is gained as a warband via Favour- be this the favour of the ruling prefecture, the dark masters of the cult and savage wave, or just the approval of the Kami, favour is universal for all factions. A warband gains favour during the course of games, and additional favour when they reach certain amounts of Temple Ki as a player.

Gaining favour in games.
In games favour can be gained by achieving any of the following-

Completing an objective: (turning a statue, placing a token, catching a Kami etc)  +1 favour, this can be gained a maximum of three times per game

Removing a non insignificant enemy model from play:
+1 favour, this can be gained a maximum of three times per game.

Winning the game:
+2 Favour

Playing against an opponent with a larger warband:
+1 favour for each full 5 rice you had less then your opponent, maximum of +5

Defeating a more favoured warband
+1 favour for each full 5 favour you had less than your opponent, maximum of +5

Gaining favour via Temple Ki
Whenever you reach certain amounts of temple Ki gathered by your warbands you will accrue a small amount of favour- nominate which warband this favour is going to each time.

5 Temple Ki: +3 favour
10 Temple Ki: +6 favour
20 Temple Ki: +9 favour
30 Temple Ki: +12 favour
50 Temple Ki: +15 favour

Benefits of Favour.
For every 15 favour a warband gains they are allowed to choose one of the following charts to roll on to see how they have benefited- the benefit they gain from this roll is attached to that warband permanently except the temporary reinforcements benefits, some benefits can be gained several times, though any benefit marked * can only be gained once by a warband, if it is rolled twice then the player must choose another chart and roll again. If a warband somehow gains 2 rolls in one day they must be on different charts.

 The intrigue of the courts
Fallen from grace*- before each game nominate a single enemy model, they lose one beneficial trait from their profile card for the duration of that game
Shamed at court*- at the start of the Campaign day choose one enemy warband- if they take any action other than an assault this campaign day then a random model from that warband may take no part in any games.
Misinformation- once per campaign day, when an enemy rolls on the exploration chart, you may force them to re-roll the result, the second result must stand. 
Failed assassination*- before each game nominate a single enemy model, they lose D3 wounds from their profile card, this cannot take them to below half wounds, but these wounds cannot be healed during the course of the game by any means.
Hostages at court- once per campaign day you may nominate a single enemy warband performing a 'Harvest' action, you may choose the direction the Temple Ki moves in, rather than your opponent.
Poor quality weapons- once per game you may choose a single enemy model and force him to re-roll all his dice in a single melee or ranged combat, he must accept the result of the second roll.

The guidance of the Kami
Betrayal of false dawn*- After declaring actions at the start of the campaign day, this warband may choose one enemy warband within 3 hexes, each player makes a tactical roll for their warband, if the opposing player loses the roll, this warbands owner may choose that warbands actions this campaign day, although the owner may still elect instead to 'defend' if he so wishes.
Vision of the mountain- This warband gains tactician(2) for all rolls on the campaign map, multiple rolls will add 1 to the tactician level
Rice paddy beneath spring skies- when taking part in a 'harvest' action this warband will always generate one more Temple Ki than normal for each time this result is rolled
4 Waterfall on ancient stone*- this warband never has to declare its action on a campaign day, it may wait until it's activation to decide what it is going to do.
Wind through the bamboo grove- if any friendly warband is taking part in a defence of a friendly hex this warband may elect to temporarily lose one of its models for this campaign day so that they may take part in the defence. They return to this warband at the start of the next campaign day.
6 Peach blossoms in frost*- at the end of the campaign day roll a single dice, on a 4 or more this warband may make a free 'retreat' or 'explore' action immediately.
 

The hidden armoury
Defensive snares- once per game any model in this warband can re-roll any number of defence die either at range or in melee. The second result must stand.
Quality ammunition*- once per game any model in this warband can immediately remove all reload counters from its card, or regain any ammunition expended thus far in the game.
Sharpened Blades- once per game any model in this warband can re-roll any number of attack dice either at range or in melee.. The second result still stands.
4 Modern armour*- once per game any model in this warband can gain the Traits tough(2) and armour(2) for one turn.
Master Smiths Blessing- once per game any model in this warband may declare they are using this blessing- any and all triggers on that models weapons are at half difficulty for their next melee or ranged attack or defence dice roll.
Weapon of legend*- at the start of each game nominate one model in the warband to gain this weapon, in any melee combat they will always be able to roll one attack dice in addition to any other dice they are allowed to roll
 

 The call to arms
Temporary Allies- add 2D6 Rice to the value of this warband for the next game only
Temporary Allies- add D6 Rice to the value of this warband for the next game only
Temporary Allies- add D3 Rice to the value of this warband for the next game only
Reinforcements*- add D3 Rice to this warbands value immediately, if this takes it to a level where it can afford a new model of the players choice then add that model to the warbands roster,
Reinforcements*- add D6 Rice to this warbands value immediately, if this takes it to a level where it can afford a new model of the players choice then add that model to the warbands roster
Wandering hero*- add any model of your faction currently not in this warband to this warband immediately.

Never tell me the odds: Han Solo;)
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Mistah Scarface
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Can't wait to play this!

Greeny
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then get one of your arty mates to draw me some hexes to print out:)

Never tell me the odds: Han Solo;)
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Yeah, that is indeed a lot of rules. I honestly like it. But I think it is more geared to a group of advanced players. There is a lot to keep track of and consider before making decisions. So if you play that campaign over multiple months it will get hard for people to stay organized and remember all of that info. For a group of expert gamers this would be just awesome and all the upgrades and different things you can spend the favor on seems neat and can be kept track of with cards etc. to a casual gamer, which there are often quite a few in every campaign a lot of this will unfortunately just look like extra clutter that they need to manage somehow. Just the prospect of another few pages of stuff to read and consider might be bad for newer players. 

So I'd say it is meta dependant which one you are going with. Considering that in my local meta are not only quite a few players that only had 2-3 games of Bushido under their belt but are also mostly pretty new to tabletop in general, I think something with the 3 focus points of 3 different important tiles might be easier to remember, while still giving a certain tactical depth in deciding which ones and when you are going for them.

It might be worth having both as optional rules. The beauty of additional tiles would be having multiple focus points, you have to decide going for reconfiguring your army, gaining rice or gaining temple ki for the final score. With just the favor system you still only have 1 focus point since getting more temple ki will automatically make it easier to buy favors, new models, etc. Which makes for one interesting hot bed of action but it could end with a lot of players always trying to take over the temple, thus if someone is good at holding that place, a lot of games just against this one player, again fueling him with more favor than anyone else. Multiple focus points would see similar results but with that being divided up on the 3 players holding those locations.

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One of the great things about community Forums like this is getting awesome feedback when i have crazy ideas, the comments about multiple focus points and one player storming ahead is looking at it from a whole new angle, I absolutely agree, im hoping to meet up with potential players in the next week or so and ill work your ideas into the options we talk about:) thanks!

Never tell me the odds: Han Solo;)
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GCT xoddsx
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Its amazing how valuable different and new perspectives are! We'll be in touch soon for your perspectives ourselves :)

 

 

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Glad I could give you a new perspective on things, seeing as you made my life a lot easier for the tournament and campaign I am planning to run here and just didn't find a place to start.

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Odin pointed me towards this thread, and I think you've done a super job here. 

 

A friend and I are thinking of organising a campaign at our local gaming club (http://www.crossgamingclub.com/forum/ ). unfortunately, as very few people at the club have played the game so far, we need something much more basic and suitable as an introduction to the game for all the people who (like us) love the scale, setting and look of the miniatures. 

 

However, this thread is very inspiring, and perhaps we'll be able to run something more along these lines in the future. Thanks for your efforts!