Ahoy, Commander! So it's been a really really long time since I visited the Narrative Campaign Manager on the site. I think the first iteration of it was pretty neat. It allowed folks to create narrative campaigns that could be played over and over again. These campaigns could be organized in a linear fashion or using a node system (like planets or battlefields). Players could pick which faction they wanted to be part of and have their games count toward the over all results of the campaign.
A couple of folks jumped on board and created and/or ran their narrative campaigns using iToysoldiers. That made me happy. However, it wasn't without noticing that there were some things that weren't quite there. And so, I present to you: A List of things I want to add to the iToysoldiers Narrative Campaign Manager.
Either manually or based on rules, I want the campaign organizer to be able to define special rules that are enabled against certain conditions or phases of the campaign. Something like, "Phase 1: Faction: +1 to reserve rolls during this phase". These special rules would show up on the campaign instance.
Getting buy in from other players to commit to a long term campaign is hard. What's easier is defining a narrative around the games you play against whoever happens to be around.
Along the same line as solo campaigns, the Narrative Campaign Manager should be able to handle players anywhere. Think of the Eye of Terror campaign that Games Workshop ran or the various WWII campaigns run by Warlord. Essentially, anyone can sign up and report battles against the event. Those battles would then help craft the story line as it continues.
Just In Time Narrative
This one will be harder but I think it'd be cool. So the first time a narrative campaign is run it would update the "core" entry on iToysoldiers. The idea being that you can create a narrative campaign as you go and then it'll save it for other people.
I wander back and forth on this one though. See, one of the reasons that I built the Narrative Campaign Manager the way I did was to prevent folks from losing interest and abandoning campaigns. If the campaign is written and ready to go before it even starts it's much more likely to be played to completion. On the other hand, it could be said that playing the games the first time around define the story line of the campaign. Still working on this one.
Anyway, that's what's in my head for future Narrative Campaign work. I have a bit of stuff ahead of this on the pipeline but I'll get around to it.
Rob @ iToysoldiers.com