A_B
Posts: 296
Joined: 4/11/2001 From: San Jose, CA Status: offline
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This is info on co-operative campaigns, for those interested. It is also an attempt to solidify some terminology, so that discussions can be more clear. A co-operative campaign is a 'user' campaign, which is built as you play it. One battle is built in the 'editor', plugged into a campaign slot, and played. Based on the results of that battle, the next battle is built, and played. The best thing about this type of campaign is that you are working with another real person - enemy deployments are logical, scenarios take into account your CURRENT core force, the battle results can be handled in a more intelligent way, and your paticular likes and don't likes - your personal play style - can be accounted for. Of course, the advantage is also the disadvantage, another person is involved. You have to wait for your next battle, and you have to put some (maybe a lot) of effort into the building of the campaign. Whether or not this type of campaign is for you depends on your your reasons for playing. If you play for the occasional digital mayhem or just the pleasure of conquest, it may not suit you. If you like more historical play and 'what if's,' and the fog-of-war, and you have the imagination, this type of campaign will appeal to you. ============================================ There are at least two people involved in a co-operative campign; the 'Player', and the 'Gamemaster' (remember those terms). There can be more than on Gamemaster in the campaign, but only one per battle. The player has an obvious role; playing the battles. He will usually decide the theater and the core force compositon. The player will also do most of the 'Story board' work, which is the overall strategic story behind the campaign. For example, the exploits of a German AT Battalion on the easter front, or a Canadian Infantry Regt. from D-Day to the Ruhr). The player usually picks and modifies the maps, and does a lot of the legwork. The Gamemasters main job is to pick and deploy enemy forces. They may also change/modify objectives, visabilty, start lines, auxillery forces, etc. They will also provide a battle briefing, outlining objectives, Intel, etc. The gamemaster usually acts the role of the Higher HQ, and can be contacted mid battle for new orders, clarifications, etc. - IF the battle starts to go awry. The Gamemaster also decides on the ebb and flow of the current operation (as opposed to the storyboard). The Gamemaster will come up with a concept (which can be written down or not) for the next few battles. For instance, the core is a Canadian Inf. battalion landing on D-Day. If they clear the map in battle one, then they have a meeting engangement with german reacion troops in battle two. If they are slow in battle one, they start battle two where they ended battle one, but the germans have the reinforcements from the meeting engagement to help defend. Now, all of this is subjective, of course. It requries a good working relationship between the gamemaster and player. It does allow for a lot more flexable campaigns. If you have questions or comment, or would like suggestions, post them here.
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Unconventional war requires unconventional thought
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