I made a post on this in the Amicus Aedes, and it was suggested I post here.
So, I am running a 6 month long, online managed, narrative campaign, for a group of about 50 players in my country. It starts on march the 1st, and I have worked out the rules I will put in place.
The campaign itself will take place in the custom created planet of Exelia. A garden world from the Eldar, once taken over by the Necrons, then abandoned for thousands upon thousands of years after the diaspora of the Aeldari. Claimed by the Imperium as a paradise planet for dignitaries, then lost in the Imperium NIhilus after the 13th Black Crusade. Claimed by the T'au from within the 5th Sphere Expansion, after venturing beyond the Startide Nexus, but soon besieged by a Tyranid Swarm brought forth by the summoning prayer of the cultists that live in the neighboring industrial world that supports this one. Then targeted by the Death Guard, on the warpath after the T'au forces, and finally, engaged by the Imperium during a reclamation crusade for the world and the system itself.
Yeah, it's convoluted, but the narrative got constructed through a day long narrative tournament, which set this results as the groundwork for the whole thing. It does give me good reasons to have many factions warring for one specific planet, though.
In any case, the campaign needs custom rules and scenarios, which is the focus of this post. TO share my plans, and get any comments or criticism that could be constructive and useful. So, please, feel free to comment.
So, how does the campaign work?
Well, I made up a website from which players will be able to download the scenarios and rules for each stage of the campaign, then play whenever they want, and report the results back to me through an online tool. Each stage they decide to fight either for the attackers of the defenders of a specific warfront of the Warzone, corresponding to the stage the campaign is at.
This stages are divided as follows:
First stage, the war front is on the outer area of the system, where Nurgle has brought forth from the immaterium a series of smaller plague worlds, from which to launch an invasion against the T'au. This stage will see them pitted against the Imperium, as it shows up on a reclamation crusade. The demons must fend off the Imperium, and try to push past the null fields deployed by necron forces on the planet of Exelia, in order to reach it. The imperium must break the demons and move on to the planet.
Second stage, the war front is the industrial planet near Exelia. This world holds a webway gate unknown to imperial records, and which the Eldar have been planning for centuries and even millennia to use, to reclaim Exelia. But, they have arrived through it only to find this smaller world full of humans, turned genestealer cultists, that are now harboring the Tyranid Fleet that already tried to conquer Exelia first, and got pushed back by the T'au. The Eldar must engage in guerrilla warfare against the overwhelming Tyranid Forces, while the Tyranids must regroup against such opposition, to try a second attack on Exelia.
Third and final stage, the war front is Exelia itself, where the human forces and the Planetary Defense Force have been converted to the Greater Good, brought forth from the 5th Sphere Expansion, and after having been abandoned to their fate by cause of the appearance of the great rift. The T'au and their Gue'Vesa auxiliaries were first able to repel the Tyranids, but they are closely followed by the Death Guard. Lucky for them (in a way) the war against the Tyranids woke up the Necrons that lie beneath the surface of the planet from back when they first took it from the Aeldari. The Necrons have managed to push the T'au on the defensive, and have ignited null fields to deny the forces of Chaos and the Aeldari the use of psychic powers to siege the planet. This is keeping the demons at bay (while the Aeldari are busy with the Tyranids), but only for so long. Each side must manage to break the other, in order to be ready to defend against the other invading forces.
So, how about the scenarios?
Well, each stage will consist of three sets of scenarios, lasting for two weeks each, with one week of downtime in between.
Each set of scenarios sees two sides (attackers and defenders) fighting, to complete three strategic objectives. Exploring the battle zone, assaulting the enemy forces, and consolidating their positions. This creates a 9 cell matrix by cross reference, that gives me the scenarios. So, if one side decides to assault, and the other to explore, that leads to one scenario. If one side decides to consolidate, and the other to assault, that leads to another scenario. And so forth.
The scenarios themselves I am going to be basing them on Eternal War Scenarios from all the various books, but the twist exists in two sets of rules: Protagonist advantage, and Battle Zone rules.
So, the battle zone is simple. I will make 3 battle zones for each stage of the campaign, with their rules increasing (getting worse or better, whichever the case may be, for the players), as the scenarios advance. So, first two weeks, the battle zones will be at their tamest. Then, at the second two weeks, they will have more rules, and at the last two weeks, they will be having devastating effects on the battles that take place.
Before a fight, players roll or choose a battle zone, and apply the rules. That is what adds a narrative to the otherwise balanced scenarios.
The protagonist advantage is different. Each stage of the campaign will feature two sides fighting as main protagonists (Imperium vs Nurgle, Death GUard, and Chaos Unaligned, then Aeldari versus Tyranids and Genestealer Cults, and finally Necrons versus T'au). If a player is registered int he campaign with one of the factions that coincide with the protagonist factions for the stage of the campaign, they gain a special rule in all their battles.
This special rules will affect how Victory Points are obtained, creating variant ways of scoring for them, reflecting an approach to war that makes sense in the narrative.
Then, what are the rules you have in mind? You might be asking.
Well, the battle zones are still WIP, but I will be heavily basing myself on the books available.
The protagonist advantages, will be made custom for each two-week period of battles. That is to say, I will be making new rules for a specific set of scenarios, throughout the campaign. These rules, will be three per protagonist side, corresponding to the strategic objective the players pursue in the campaign.
I have already made up the ones for the First Stage, First Scenarios, of the campaign. And this is something I would love to get comments on from anyone who wants to do so.
STAGE ONE, FIRST SCENARIOS
SPECIAL PROTAGONIST ADVANTAGES FOR NURGLE DAEMONS, CHAOS UNDIVIDED, DEATH GUARD
Exploring - Should the player decide to explore as his strategic objective, in the battle, the following special rule applies:
At the end of the players turn, if the player managed to invoke a psychic power with a model that is within 6" of the center of an objective marker, the player gains 1 victory point. If the player manages to invoke three or more powers in a turn, he instead gets D3 victory points.
Assaulting - Should the player decide to assault, as his strategic objective, in the battle, the following special rule applies:
At the end of any phase in which an enemy units has been completely destroyed, the player then may roll one D6 for each enemy unit still on the board, that was within 6" of the destroyed unit at the beginning of the phase. On a 3+ (or a 5+ if the unit rolled for is a character), the player may put a plague marker on the corresponding unit rolled for. At the end of the battle round, the player gets one victory point for very plague marker on the board, and then removes all plague markers. If a unit is destroyed, all markers for said unit are removed as well.
Consolidating - Should the player decide to consolidate, as his strategic objective, in the battle, the following special rule applies
As long as one of the players models from a Troop type unit is within 3" of the center of an objective marker, said objective marker cannot be controlled by the opposing player.
SPECIAL PROTAGONIST ADVANTAGES FOR THE IMPERIUM
Exploring - Should the player decide to explore as his strategic objective, int he battle, the following special rule applies:
At the end of the players turn, he scores one victory point for every objective marker he controls that has no enemy models within 9" of its center.
Assaulting - Should the player decide to assault as his strategic objective, in the battle, the following special rule applies:
Slay the Warlord, Line Breaker, and First Strike, grant 2 victory points to this player, instead of 1.
Consolidating - Should the player decide to consolidate as his strategic objective, in the battle, the following special rule applies
At the end of each battle round, if the opposing player has no models wholly within the players deployment zone, the player gains one victory point.
My idea is to create a new set of three advantages for each protagonist side, for each set of scenarios as I go through the campaign. This would just be the first, and they would only apply for the first two weeks of battle.
Edited by Berzul, 05 February 2020 - 09:34 PM.