Tuesday 29 September 2015

3. Introducing the Random.

Let me start by saying that where possible there will always be some basic attempt at balancing the forces in battle.  I do however, love a good random event that can turn an otherwise sure thing into a one-off memorable experience. Force composition really needs to be a seperate blog post, and is one which I will definitely address in the near future.  I really love the idea that given a basic premise of a situation a player can put a force together which they believe deals with that scenario, but then has the whole thing turned on it's head because something completely unplanned happened.

I have been thinking about ways with which I can inject this event crazyness into the campaign  In no particular order are my initial thoughts:- 

  1. Terrain:  I intend most battlefields to be very terrain rich.  Even on the Igneous Delta there would undoubtedly be plenty of ruins to hide behind or utilise to one's advantage.  Nearly all of them are going to have some magical/supernatural significance that a cunning general can make use/fall foul of.
  2. Scenario choices:  I intend for scenario's to be dynamically decided per battle.  Just because the first battle on a tile was essentially Pitched battle does not mean that all future visits to that same tile will be the same.  As armies suffer losses and gain wins this will have repercussions beyond simply which player controls the most tiles. 
  3. Neutral Forces:  Khorne and the Stormcast are the main protagonists but there are also other races that are clinging to a meager existence.  Working these into scenarios and having them affect the narrative can send the campaign down a completely different path.
  4. Dynamically generated weather system:  Bad weather could seriously put a crimp on a gunline's day.  A general who kits out a force for a battle one way could find the weather upsets every best laid plan.  The range of weather will be themed to the location.
  5. Threat levels:  The notoriety of the forces can have a big impact on the campaign.  If the Stormcast are cutting a bloody swathe across the Brimstone Peninsula largely unimpeded then the enemy will be forced to take drastic measures to swing the power balance back.  
  6. In-game Events:  Linked somewhat to the situation, scenario and narrative; some battles will have events that can happen at random moments.  Large or small they may drastically impact the outcome or they may be largely unnoticeable.  
  7.  
    The above are just a few examples of ways to enrich and liven up campaign battles.  Their goal is to counteract the preparation a general has at the list building level.  Most of the above I will be generating rules for as the situation arises.  For now though I am going to include the rules I have come up with for some random monster fun.  :)

Saturday 26 September 2015

2. Setting the scene and early thoughts on Interactivity.

Hi all,

I think it's necessary at this early juncture to sell the idea of where within the Realmgate storyline this Campaign begins.

'Having successfully opened the Realmgate leading back to Azyr, it was now possible for Vandus Hammerhand and his Thunderstrike Brotherhood to begin in earnest to reclaim the Fire Realm of Aqshy.  Five more Brotherhoods were teleported directly to key locations, each Lord-Celestant was given the task of assisting Vandus in removing Khul's dominion from the land. 

Though each of the brotherhoods sent from the heavens had it's own mission it was Vandus Hammerhand who faced the hardest challenge of all.  The Lord-Celestant had excelled in his task, opening the vital gateway back to Azyr.  The initial conflict to open the gate was brutal and bloody, Khul fortuitously managing to escape his own destruction in the process.  

By virtue of this previous conflict Vandus bacame privy to a unique vision.  Vandus learnt of the existence of another Realmgate close to Khul's stronghold, linking directly into the Realm of Chaos itself.  Unless this portal is closed the StormCasts will forever be fighting a losing battle of attrition as Khorne indefinitely replenishes its forces at will.  The task ahead became clear; Close the gate as soon as possible or lose Aqshy forever.'


One of the first things to think about was how the 6 StormCast forces and untold Khorne warbands would move about the Realm of Aqshy. 

 The map is organically laid out largely defined by the River Magmus carving it in two across the middle.  Realising that I wanted to try and work with the map unchanged I began to look at a standard hexagon based grid.  It didnt take long to realise that unless the map lost it's organic nature it simply wasn't going to fit.



 Instead I began to look at a linked node based system whereby the campaign tiles were not arranged like a grid but instead had a number of entry and exit points which could be tailored specifically around the map and how it might change dynamically during the campaign.


As armies moved into nodes, the next set of nodes that linked from it would become available.  Achieving a Fog of War style gameplay whereby the options for heading down certain paths were not instantly visible from the start.  I also made the decision not to show the enemy forces on the map, unless the Stormcast discovered a means of tracking them, or making them visible (initially they wouldnt). 

As long as I secretly made all my moves before Noah got to choose the tiles the Stormcast move to it will guarantee I won't gain an unfair advantage by being secretive about my choices.



Till next time.






Tuesday 22 September 2015

1. A New Hope.

Hi all its Jamie (and will pretty much always be for the forseeable).

Sorry for the inactivity.

Followers of my blog are probably well aware of how I felt regarding the previous state of GW.  I made the decision to pull away and see what 9th would bring.  If it wasnt a game changer then that was definitely going to be my lot.... 

Age of Sigmar happened and it became pretty clear early on that Warhammer had evolved into a different beast.  Like many of you I wasnt sure initially exactly what this was or whether it was something I wanted.  It certainly didnt feel like it was aimed at me, the ex tourney gamer/hobbyist.

However, I do believe I have seen the light.

I have three sons.  My eldest, Noah, who is now 9 can actually play Age of Sigmar, helped massively by the great work GW have done with stripping back the rules.  To honour this sterling work I am going to be setting up and actively playing in a narrative campaign with Noah based entirely around the Stormcast Eternals initial attempts to liberate the Brimstone Peninsula from the grip of the Khorne Lord Korghos Khul. (me)

This isnt simply playing through the described scenarios within the source books.

This will be something else.

 Something far more interactive and adaptive.

There will be many challenges to designing a system that allows two people to make decisions from the start and have these decisions ramifications have a dynamic and concrete impact on the narrative generated.  It is these challenges, as well as chronicling the Campaign with it's many twists and turns, that this blog will be focused on.  Hopefully by the end it will become a comprehensive guide as to how you may be inspired to do something similar. 

For now I am going to have to sign off.


Expect another post soon.  :)