CAMPAIGN RULES
Updated March
29th, 2005
There has been a lot of
interest generated recently in my newest revision of the
campaign rules. There has been some very cool developments in
the new rules set. I have been hard at work on them for a
potential summer 2005 release. There will be a full preview of
the new rules set in Issue 14 of
The Great Machine.
Updated July 7th, 2004
It amazes me how much can
change in just a few short months. I had a nasty hard drive
crash that destroyed all the new version files which included
the SCSes I had been working on. With the help of several people
I was able to recover the original version 5 of the rules that
was also lost.
I have found that with the
crash and time off from the rules that I have taken on a new
perspective. I was not happy with the first play test of the
system. There was some production problems that I did not like,
but those have been corrected. I also participated in a VBAM
campaign and have looked at every other system on the market.
For months now I have been
working on the new updated version and toying with ideas and
concepts that would also allow me to publish the rules at a
later date. As it stands now the rules will be out sometime this
year, quite possibly next month if all goes well in the next few
weeks.
Updated Feb
8th, 2004
I would like to be able to
state a date when the Campaign guide will be released to the
general public but I am not sure exactly when that will be at
the moment. I do not want to release it until I feel it has been
properly play tested and any glaring bugs have been worked out
through play testing. As of now the guide may not be out until
end of March 2004.
Play testing is going to be done in 3 rounds. The first round is
simply a test of the economic, construction and research systems
to make sure that they work as they are supposed to. That will
take place this week and is nothing more than several excel
sheets running through 50 years of campaign time.
The second round of play testing should occur soon after on a
Saturday. That round will be performed by my gaming group in a
glorified board game one afternoon. The principal goal is to
ensure the group dynamics function as they should. It will also
play test several of the empire’s special abilities, the assault
rules and quick resolution systems to make sure they work
correctly.
The final round of play test is an actual campaign, or at least
part of a campaign. This play test may take a few weeks and
allow me to ensure that the turn sheets work properly and that
process time is low.
Version 6 is going to be larger than the last version. I am
expecting it to be 100-125 pages once it has been completed.
(That is not counting the extras that will be bundled with it).
Right now I feel it is only a third complete and already it is
half the size of the last version. So what is different with
this and last edition?
*Campaign Set up has been clearly defined. No more guessing at
what I ment by the set up. There will be several example maps
(and a blank map) ready to be used.
*Resources are no longer random! This greatly speeds up play and
keeps the GM and players sane.
*Economics have been streamlined and are easy to utilze. Rules
have been defined for most types of trade routes.
*Colonization is now a realistic concern. No more instant
colonies! Empires grow at a psuedo-realistic rate.
*Production has been changes so that all units have a set cost
that will be on each empire's control sheet. Fighters are now
made in batches as well.
*Espionage rules have been updated to include 15 specfic
missions with defined outcomes. No longer with the GM have to
decide what the agent learns... it is clearly listed with the
mission discription.
*Sabotage rules had their effect reduced to a more reasonable
level. In my original campaign the Abbai homeworld was crippled
by Centauri sabotage performed by 2 agents.
This week I will be focusing on starbase and outpost
construction rules, Ground force production and the remainder of
the R&D rules. Yep, it will be a busy, busy week!
Updated Nov
24th, 2003
I have been hard at work getting the updated rules ready for
release and it looks like they should be published to the
website by the end of the year. I gave a very small preview in
campaign issue of
BABCOM and now offer another preview of what people can
expect.
The campaign rules will be
released in two different versions. The first one will be a zip
file with the basic rules, a few example maps, tracking sheets,
generic SCS units and helpful Excel spread sheets. The second
version will be released 6 to 9 months later and be a more
professional version with photos and cool looking layout. It
will also contain the latest errata and be the final version of
the rules for B5 Wars.
Following the release of
the rules there will be another book of "Historical Campaigns"
which is both a SCS supplement and reference for different
time periods. The book will contain race specific campaign
SCSes such as supply ships, bases, shipyards and colony ships.
In addition there will be several historical campaign maps and
setups. Expected release date is May 2004.
Version 6 is a virtual
revamp of the overall system. The campaign rules do keep their
complexity but have been streamlined for ease of play. For
example, the random production rolls have been removed in
favor of a more static system. This not only makes large
empires more manageable but greatly decreases the workload on
the GM.
Planets themselves now
have specific stats that determine how valuable the world
would be. There is a stat to represent food production,
mineral richness and population. Population is tracked in a
elegant fashion that is both realistic and simple to use. When
a system is colonized it will slowly grow over time. Planet
types have been greatly reduced but the mining and
agricultural worlds from version 5 have been replaced with
dedicated colony option.
Fleet construction has
been improved in such a way that it will allow a player to
realistically field an appropriate force for the size of their
empire. The downside is towards the middle of the campaign it
will be possible to have extremely large space battles.
There will be guidelines for how to break down such
engagements into playable battles and there will be additional
guides for how to easily determine a victor.
Planetary assault rules
are also in the process of being rewritten. In addition the
entire government and diplomacy system are being reworked to
limit how much an empire can do and at the same time provide
more options than before. Rules for a broader range of
research is being added to the campaign guide. Lastly every
race that was published by AOG will have specific rules
written for them to make them unique to play in a campaign
setting.
I am pretty excited about
the upcoming release.
HISTORY
I wrote a set of campaign
rules for B5 Wars and these were submitted to AOG. Bruce
stated that they were the most complete he had seen. (Come to
think of it, a lot of people have told me the same thing.)
Unfortunately, AOG decided that they wanted a system more
compatible with the Turning Point game system so my rules were
unused. I was disappointed but looked forward to seeing
the finish product. As the
Campaign Guide stands now, AOG will not be publishing it. The
company ran by Robert Glass might. It was also rumored that
the author would make it available on the B5 Repository but I
have yet to see that happen.
The rules have gone from
many, many changes in the several years they were in
development. I remember when they were just 10 pages long. Now
they are over 100 pages with the GM specific material.
DOWNLOADS
The PDF document includes everything that I originally
submitted to AOG.
Campaign
Rules (Version 5) PDF
UPDATES
Progress has begun on writing the version 6 update. Version 6
could quickly becoming a major rewrite on how the system
works. Right now I am focusing on fixing the fleet size rules.
I am also adding the population rules, colonization rules and
new updated diplomacy rules. I had wanted to do a 3 part
release and if at all possible I will. Right now, that does
not look quite possible.
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