Most CinC character models start-off as very effective units. Unlike some other games, rapid advancement isn't necessary. |
Longer Experience Track
The first one is the simplest - double the standard increase-level from 5 to 10. In other words, during our campaign, a character will have to gain twice as much experience to earn a roll on one of the advance tables. It still allows for character advancement, but it really gives players something to aim for. During an average successful game, one character model might count on earning one experience for surviving and another for KO-ing an enemy character for a total of 2 xp earned. At that rate, a character could expect an advance every five games. Those characters that excel during the battle would, of course, advance more rapidly.
Base all income on MIND
Destiny Points
This idea is the one I like the best. I'm thinking of developing a system whereby players can take their earnings as cash (for hiring new members and buying equipment) or as Destiny Points (which I'll call DP from here on in). The concept hasn't been tested yet, but I'm thinking something like trade-in 5 GBP for 1 DP (Or maybe more?) Whereas Fate Points are designed to help individual character models curb events to their favour, Destiny Points would allow the player to do the same for the warband as a whole. Here are a few samples off the top of my head:
Spend 1 DP = Re-roll the Special Event for the next scenario
Spend 2 DP = Choose the Special Event for the next scenario
Spend 2 DP = Re-deploy one model after all deployment is finished.
Spend 5 DP = Re-roll an Injury Table result for one model (even death)
I'm thinking that for those that take place during play (i.e. the first three), a player would announce his intentions (i.e. "I'm spending 2 DP to choose the Special Event this scenario") and his opponent would have the opportunity to spend the same amount to counter (i.e. cancel) the effect. For example, as a werewolf player, I might notice that there are three possible Special Events for the scenario we are about to play; Rare Book, Ghostly Voices, and Stygian Darkness. I might decide to spend 2 DP so that I could choose Stygian Darkness rather than risking either of the other two from coming up. Or perhaps a human player, if Stygian Darkness was rolled, might spend 1 DP to re-roll, hoping for an event that doesn't hamper his long-range shooters so badly.
All of these ideas may be morphed and changed as we experiment, or might be discarded entirely. Whichever way things develop, we will certainly come up with a way to make the post-battle sequence enticing, rewarding, and subtle enough support a long and balanced campaign.
Thanks for reading,
JET
3 comments:
Hi,
I've never considered skirmish or adventure wargaming before, but your excellent photographs and enthusiastic discussion on the possibilities has proved quite inspiring. Thanks for the posts, and keep up the good work!
Cheers,
Craig
Hi Craig,
No need to thank for the posts. I enjoy turning our games into stories almost as much as I enjoy playing them. And really, I can't say enough good about Chaos In Carpathia (and Chaos In Cairo). Round up a couple of friends, get a copy of the rules, and give them a try.
I've noticed that some games allow for rampant character increases which is great if as you said everyone plays the same number of games (All people want to see their bands improve).
Some of GW games were really bad at this. After a couple of weeks into the game, we had people that had 150 to 200% the point cost of some warbands. Not a fun league...
Good luck and keep us posted...
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