Tag Archives: Narrative Campaigns

Narrative Campaign Manager: Some ideas

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.

Special Rules

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.

Solo Campaigns

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.

Global Campaigns

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.

Carpe Acies!
Rob @ iToysoldiers.com

I Blame the Game

I’ve been lax on making iToysoldiers better.  There’s a sorta good reason for it.  Two, actually.  The first is every so often I need to step back and let it run without me tweaking stuff to see what breaks.  That and to kind of give me a break from staring at the site.  The second is that I’ve really gotten sucked into a new game.  Well, it’s not new anymore.  The game’s “Stellaris” and it’s absolutely fantastic. I’ve been playing it to death for about a month.  Now that I think about it that’s like 8% of the year and that makes me sad.  I’ve waited too long.

So let me take a moment to kind of talk about some good stuff I’ve taken from my break.  The premise behind Stellaris is that you’re in charge of running a vast galactic empire. It’s from the same guys that made Hearts of Iron.  The depth of this game is amazing! You can pretty much customize everything and run the kind of empire you want, develop ships and military they way you want, name ships and planets and people.  The list goes on and on.  It’s the game I’ve been looking for.

Part of what’s so appealing is that you can “role play” your society.  You can enslave other races, build a scientific power house, anything.  It’s what you can usually only do when you play tabletop games like we do because there’s a flexibility that isn’t usually present in computer games.  And that’s the cool bit: The story of your empire.  I’ve often commented on how we can add more narrative elements to our games – move from World of Tanks to Hearts of Iron.  In other words, put our miniature wargaming battles into the context of a story that makes the battles matter.  I’m not talking about simply whether you win the prize in the league or tournament but whether your stalwart band is able to defend the bunker against vile raiders and thus prevent a loss of supply lines in the campaign.

What miniature games have right now is pretty decent for handling minor battles.  Tree or ladder campaigns are great for stringing together a series of tabletop games to represent a particular engagement or battle.  There’s even a few rule sets that aim to deal with planetary or regional conquest.  What I don’t see a whole ton of, at least in sci-fi/fantasy gaming, is a system to capture the logistical challenges of a large scale campaign.  I’ve found that Victory By Any Means provides a really good starting point for this kind of thing.  It includes rules for all sorts of mechanics for handling logistics, fleet building, movement, combat, politics, etc.  I cringe at the thought of actually running a campaign using the rules though.  Lots to keep track of and without some sort of “manager” it’d be hard for players to keep track of what’s going on unless they’re really close friends who hang out a lot.

But I’m digressing a bit.  I think I need to revisit the Narrative Campaign manager on iToysoldiers and try to make it easier to use.  The stories of our battles are important and you folks deserve a great way to handle running a narrative campaign. If you have any suggestions on improvements for the manager or some thoughts on what’s barred you from using it to date I’d love to hear them.  Computer gamers should NOT be the only folks who can have complex and rich environments in which to battle. I want to help.

Okay.  And now… I’ve been absent and for that I apologize. These breaks are good for me and in turn for you ‘cause I return refreshed and ready to tackle problems.  Thanks for your patience.

Carpe Acies!
Rob