The Walking Dead: Map-based Campaign
Posted: Fri Oct 12, 2018 6:33 pm
So Mantic have released some updated/expanded guidance on running a campaign, and this time it’s map-based, which as I’ve mentioned before, certainly gets my vote. Having read the details, looked at the mechanics and had discussions with a few people about the pros and cons of these types of campaigns, it was suggested to start a discussion on it, so here we are.
I should probably start by saying that I’m quite keen to actually have a TWD campaign (it might encourage me to paint up my survivors!) and if there is any interest, please just chip on in.
Before dumping all of my thoughts down about the pros, cons, mechanics etc etc, it’s probably worth looking at the start and end points of the campaign. Mantic’s recommended starting position is;
a. We need 2-6 players and suggests a minimum number of turns equal to twice the players.
b. Each player choosing a group from a different faction/or faction specific group.
c. Each player should choose a group worth up to 125 pts (150 pts in the original campaign rules). Survivors in your group cannot change (unless they die, or if some other bonus allows it). Equipment cannot be exchanged but can freely be swapped between survivors between games.
Starting Groups may not:
a. Include any character worth more than 50 pts.
b. Include any models from other factions although neutral models may be recruited into any faction as normal.
c. Include custom survivors
d. Purchase any equipment card costing more than 20 pts.
My thoughts are that this sounds all very reasonable; 125 pts will get you 3, 4 at a push, thoroughly average survivors with some equipment and provide a reasonable base from which to start your journey into the post-apocalyptic world. The only point I’d query here is around limiting players to specific factions. Given that we’d more than likely play the experience rules (each surviving character receives a red die bonus and their cost goes up by 3 pts. The die can either be put into a group ‘pot’ or allocated to any of their characteristics), and standard characters are likely to develop at different rates, should we ignore the faction symbols and create our own? The pool of potential characters that you meet on your travels and available for recruitment increases. Further to that, I’m not sure that many of us are invested enough in the comics or TV series to want to recreate it with that level of accuracy and there’s an argument that characters are only aligned with certain factions because of when they met them – we’re playing in an alternate version. Plus, there are only 4 factions (2 of which are viable as stand-alones) and these are not balanced in terms of numbers.
Thoughts and opinions?
Jumping swiftly to the end, as I think it’s important to have a defined goal (along with a timeframe) for campaigns, the guidance recommends the player with the most territory wins. Seems reasonable, however, as territory depends on a dice roll after winning or drawing a game, it perhaps doesn’t tell the whole story. Nor does having a group with the highest points value (you get more points for territory, supplies and wins etc) but it might be a little closer. That said, if you see one group running away with it, people can tend to get a little despondent and interest subsequently wains. Campaigns I’ve run in the past have had a larger, multiplayer scenario at the end to decide the overall winner, with things like territory and points conferring bonuses going into the decider, giving the leader an advantage but allowing individuals that didn’t do so well/or who had a run of bad luck to still have a fighting chance to win. The best of both worlds maybe?
I’ve being mulling over the bits in-between as well but will post those thoughts in a little while. Very happy to hear everyone else’s thoughts and opinions in the meantime…
I should probably start by saying that I’m quite keen to actually have a TWD campaign (it might encourage me to paint up my survivors!) and if there is any interest, please just chip on in.
Before dumping all of my thoughts down about the pros, cons, mechanics etc etc, it’s probably worth looking at the start and end points of the campaign. Mantic’s recommended starting position is;
a. We need 2-6 players and suggests a minimum number of turns equal to twice the players.
b. Each player choosing a group from a different faction/or faction specific group.
c. Each player should choose a group worth up to 125 pts (150 pts in the original campaign rules). Survivors in your group cannot change (unless they die, or if some other bonus allows it). Equipment cannot be exchanged but can freely be swapped between survivors between games.
Starting Groups may not:
a. Include any character worth more than 50 pts.
b. Include any models from other factions although neutral models may be recruited into any faction as normal.
c. Include custom survivors
d. Purchase any equipment card costing more than 20 pts.
My thoughts are that this sounds all very reasonable; 125 pts will get you 3, 4 at a push, thoroughly average survivors with some equipment and provide a reasonable base from which to start your journey into the post-apocalyptic world. The only point I’d query here is around limiting players to specific factions. Given that we’d more than likely play the experience rules (each surviving character receives a red die bonus and their cost goes up by 3 pts. The die can either be put into a group ‘pot’ or allocated to any of their characteristics), and standard characters are likely to develop at different rates, should we ignore the faction symbols and create our own? The pool of potential characters that you meet on your travels and available for recruitment increases. Further to that, I’m not sure that many of us are invested enough in the comics or TV series to want to recreate it with that level of accuracy and there’s an argument that characters are only aligned with certain factions because of when they met them – we’re playing in an alternate version. Plus, there are only 4 factions (2 of which are viable as stand-alones) and these are not balanced in terms of numbers.
Thoughts and opinions?
Jumping swiftly to the end, as I think it’s important to have a defined goal (along with a timeframe) for campaigns, the guidance recommends the player with the most territory wins. Seems reasonable, however, as territory depends on a dice roll after winning or drawing a game, it perhaps doesn’t tell the whole story. Nor does having a group with the highest points value (you get more points for territory, supplies and wins etc) but it might be a little closer. That said, if you see one group running away with it, people can tend to get a little despondent and interest subsequently wains. Campaigns I’ve run in the past have had a larger, multiplayer scenario at the end to decide the overall winner, with things like territory and points conferring bonuses going into the decider, giving the leader an advantage but allowing individuals that didn’t do so well/or who had a run of bad luck to still have a fighting chance to win. The best of both worlds maybe?
I’ve being mulling over the bits in-between as well but will post those thoughts in a little while. Very happy to hear everyone else’s thoughts and opinions in the meantime…