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View Full Version : Odd campaign idea (sort of a boardgame + d&d)



MicHag
2012-08-24, 05:31 AM
For a new campaign i have kind of an odd idea.

Each player will create two characters:
- One will be a D&D character who will almost only be used for combat, very little roleplaying. These characters are called the 'heroes'.
- One character will be only a personality.

The 'personality' will be one of the five council-members of a southern province. Each will have his own role:
- The 'general' will control the armies
- The 'spymaster/scoutmaster' will control the spies/scouts
- The 'treasurer' will control the finances
- The 'chancellor' will be the one negotiating with other parties
- I haven't really found a 5th role yet.....it could be 'The King of the South'.

The story
This story might sound very familiar....
The king has died and who will be his succesor is highly contested. Several families have made claims to the throne and the 'King of the South' is one of them. The goal of the players is to win the throne for the king. This is done by having control of the capital at a specific time set in the future.

The capital is set somewhere in the northern part of this realm. To be able to take it, allies are needed and enemies need to be defeated.

Rules of the game
The map
On a Hexagon map their own 'Castle' is one tile. With their current knowledge of this area they know where to find possible allies. There is a friendly city a few tiles to the north, clans of orcs in the mountains in the east, dwarves in the mountains to the west, elves in the forest to their south,.....

The armies
They start with 1 army containing 6 regiments. Armies are represented by a D6 and the number of the die represents the number of regiments. There can be only one D6 in a tile and thus a tile can only contain 6 regiments (which fight as one army).
Armies consisting of more than 1 regiment can split up into smaller armies.
So a D6 on the number 3 could split up into 2D6 with a number 1 and a number 2, this has to be done as one (or both) of the armies move to a different tile. In the same matter, armies combine when they enter the same square.
Armies move at a speed of 1 tile per 4 days and they can 'see' all the adjacent tiles.
Armies fight other armies. This can only be done when armies are in adjacent tiles. When armies clash, each army roles an amount of D6 equal to the amount of regiment they have. To this number there are some bonuses to add:
+1 for defending army
+1 if defending army is in a town
+2 if defending army is in a city
(there will be other bonuses, for example, an army can have a squad of Gnome Demolisheners who remove a town/city bonus).
Also there is the possible 'hero' bonus. If the 'heroes' are located in the army they will help in the fight. This is done through a 'normal' D&D encounter. They could be fighting soldiers of the opposing army or maybe the opposing army also has heroes, or a elite squad. If the 'heroes' defeat their opponents the army gets a +2 bonus.

In the end you can have 3d6+3 vs 4d6+1 for example.
The losing army removes one of his regiments.

Spies/scouts
The players start with a certain number of scouts (scouts and spies are the same, they do both). A scout is a smaller d6 which can remain in the same square as an army. They move at 1 tile per day and can see 2 tiles far around them (so that is 18 tiles around them). They are used to notice other armies. They can also be used to sabotage other armies, delaying their progress. Scouts cannot be attacked, but they can be discovered while sabotaging, which will kill them.

Economics
The council will receive a certain amount of money per day. This amount is based on the number of city-points they have. They start with only the city-points of their own castle (5 or so), but they will receive more as they gain allies or resources.
Money buys armies and scouts, but is also used to bribe people into becoming your allies. New armies and scouts will always appear in your own castle, but a new castle can be build in a city or town, such that armies can also appear there.
One scout can be bought every day, but armies can only be bought once every 10 days.

Negotiating
The 'negotiator' will be the main way to gain new allies. He is also a (different color) smaller d6 on the map and has to move to a city/town/clan to negotiate. Every possible ally might need a different form of persuasion to join them. The Orcs may demand to be defeated in one-to-one combat ('Heroes') to proof strength before joining them. The gnomes may need to be bribed, and the halfling might be intimated if a large army accompanies the negotiator.
For each negotiation i will have a DC (difficulty) which they need to meet. Bonuses apply to what they offer in their negotiations and if that is appreciated by the receiver, how well they negotiate, what their previous actions have been, how large their army is, if an enemy is also closing in,........ If they fail the DC too much, they might be offended resulting in battle or higher demands.
Allies provide more income and armies (sometimes special armies).

The Heroes
The Heroes help armies (see above), can do quests (Such as the Orc example or a Religious Goblin Clan really want some holy artifact from that dungeon but never have been able to retrieve it).
I think i will use E6 for the Heroes, starting at level 4, 5 or 6.

They are also a small d6 on the map, move at 1 tile per day and see 2 tiles ahead.

Timeline
A session will be done day by day.
Day 1:
- Move Heroes/Armies/Scouts
- Negotiation
- Attack
- Buy armies/scouts/castle
Day 2:
.....

All in all, they need to make pace, because by day...200? they need to have captured the capital, defeating anything standing in their way.

I will have some unexpected events happen, such as a small Troll army engaging their castle if they have moved out all of their armies. Also enemies are looking for allies, so at day 60 the enemy will reach City X and try to get them as an ally, unless the players already allied with them. All will be written out beforehand.

Now the question to you is:
- Would you appreciate this kind of campaign (as a one time of)?
- Do you have any other input regarding this sort of campaign?

Analytica
2012-08-24, 07:03 AM
You should do this as play-by-post with multiple teams of players each controlling a side, I think.