by DaVinci's Cat » Wed Jun 19, 2019 9:49 pm
Campaign Conclusion
As we move into the second half of the Campaign, thoughts are slowly turning towards identifying the best way to wrap it up.
Originally, I thought that the top 4 crews at the end of the 12 Rounds would go forward and duke it out in one almighty battle (probably with the crew holding the most supplies for the longest, wins) for overall supremacy. And this is still right up there as a more than suitable conclusion.
Now one big-ish confrontation at the end certainly has it’s merits (one game and it’s done), tons of gamesmanship and trash-talking but also potential drawbacks in terms of ‘ganging-up’ (a reasonable tactic) and the time taken to play it out. I then wondered whether we should have a play-offs type format to finish it off (NFL, Rugby, NHL type affair);– places 3-6 scrap of the right to meet 1 & 2 and then the respective winners meet in a 1v1 with the Victor taking the spoils. Points should be available for success in the earlier play-off rounds to help bolster against the leading teams.
I also got to thinking (the problem when you get to the end of a contract at work and there’s not a lot left for you to do!) about should the crews be ‘frozen’ at the end of the 12 Rounds so that if see wanted to pick it up for a small/short (4-6 Round?) campaign at anytime in the future, we could utilise all the hard work we’ve already put in. Maybe even look to use the ‘Call to Arms’ ruleset (for more focussed inter-faction territorial type clashes) in future iterations. Clearly not everyone may wish to pick this up again at a later date, but others may wish to join in so there would have to be some mechanism to accommodate – alternatively, post 12 Rounds it’s done and dusted and if it’s run again, everyone starts over!
As always, I’d welcome anyone’s thoughts and ideas on this.