Because the Old World is very geographically defined and determined it works really well for map-based narrative campaigns. My gaming group has long wanted to try one out, and as their obliging GM I figured I would whip up some rules and give it a shot!
Narrative Hook:
Teppichstadt and Tapisville had long coexisted on the opposite sides of a tributary of the river Grismerie. By a quirk of geography, both towns developed a small, closely guarded, tradition of carpet weaving with each boasting theirs were the finest in the land. Each town is also ruled by an aggressive guild that monopolized regional competition and established de-facto rule over their sides of the tributary (to the chagrin of their lieges). Their ability to thrive commercially has long been attributed to the divide between the nations of the Empire of Man and Bretonnia. With Tapisville supplying the needs of the knightly lords and Teppichstadt furnishing the court of many elector counts.
Needless to say, this rivalry frequently involves clashes both actual and proxy. This is indeed what led to the Cargo Campaigns. Along the Black Coast of the badlands lies the fiefdom of Mirkcross Ford. A small holding perched precariously on the edge of the ork domains this kingdom was long ruled by the De’Courcey family. The family has long sold raw materials to the weavers at both towns and has cultivated a variety of rare goods that are difficult to find elsewhere.
This relationship began to sour 6 months ago when the young Lord Reginold Bryan De’Courcey has sought to expand his realm by levying new taxes on these rare materials. While the merchants have had little choice but to pay up they smoldered under the indignity. Things changed when the De’Courcey armies were ravaged by an expansionist push by a local Tomb King ruler.
While the attack was repulsed the kingdom now is vulnerable to exploitation. The merchants from both towns are marshaling mercenaries to take advantage of the situation. Neither the leaders of Tapisville or Teppichstadt believe Mirkcross Ford will survive long and believe they must acquire as many resources as they can before it is closed to them forever.
Organization:
At the start of the campaign, each player will select an affiliation with either Tapisville or Teppichstadt. This is purely narrative and reflects how neither city is picky about who it works with, nor are the merchants unable to provide enormous sums of money influence, or power to those who assist them.
Campaign Progression:
The following is a progression guide for players. Players may mutually agree to larger battles but are not required to do so. All players are required to not include any more than 3 duplicated choices of any one unit.
Phase 1: April 1-21: All armies max of 1000 points, all wizards are restricted to max of Level 2.
Phase 2: April 22-May 13: All armies max of 1500 points, all wizards are restricted to max of Level 3
Phase 3 May 13-June 3: No maximum points value or wizard level.
Map Campaign:
Set up will begin with each player submitting their preferred starting hex as well as two other adjacent hexes to begin the campaign. In addition to their first choice, players will also submit their second and third choices. Should there be a tile picked by multiple players, priority will be determined randomly. Starting Tiles must be located along a coast province or a province with an external road.
Gaining Tiles:
Players may only expand through conquest or Scouting. Whenever a player plays a battle the winner may select one tile that contains a resource or one tile that is owned by another player and bring it under their control. Alternatively, they may pick two tiles that are not owned by any player and do not contain a resource and add them to their kingdom. The loser of the battle may select one tile that is unowned and roll a D6 on a 4+ they may add that tile to their kingdom.
To add a tile to your kingdom it must be adjacent to a tile you own or to a province with an external road.
Players may only add a maximum of three resource tiles per campaign week. If a player gains three resources in one week and then loses one to another player they may attempt to take another one so long as they do not end the week with more than 3 new tiles.
Players with 3 or fewer tiles may never lose a tile after a battle. Nor can players who have more than twice as many tiles as their opponent take a tile from that opponent. Players with the same alignment (i.e. Tappisville or Teppichstadt) may take tiles from one another.
Special Actions:
At the start of each campaign week (before they play any games) every player will publicly announce which of the following special actions they will take. Players may only pick one.
- Scouting: Pick one unoccupied tile that is adjacent to another tile you control. Bring it under your control. This may not be used on a resource tile.
- Fortify: Select one tile you control, opposing players may not take this tile during the course of the week.
- Challenge: Must be declared on Monday or Tuesday. Players may challenge another player Challenged players may decline allowing the challenger to select one of their tiles and adding it to their kingdom. If they accept, the winner of the battle may select two of their opponents tiles and add them to their kingdom. When fighting the battle and determining the mission the player who was challenged may roll two dice and pick the result they prefer (duplicate results are re-rolled). Should the game not take place the challenge is assumed to be declined. Players may appeal this decision to the GM.
Odds and Ends:
Mercenaries/NPCs
Players who are not in the campaign are free to engage in the battles on an ad hoc basis. They are assumed to have the opposite alignment as their opponent. If this player manages to acquire a tile, they may give that tile to any player with the same alignment. After the battle is done, they follow the rules shown above with the exception that they may never add more than one tile of any sort to their chosen side.
Leaving the Campaign:
If any player chooses to leave the campaign their territories are considered to be abandoned and revert to being unoccupied.
Winning the Campaign:
At the end of each phase, the GM will total up the number of resources under the control of each player. Resources will only be counted if the controlling player has an unobstructed route from each resource to a coast province or a province with an external road. At the end of the campaign, the winner will be calculated using the following points:
– 1 Pt for each type of resource held
– 2 Pts for each resource tile held (must have an unobstructed path to a coast province or a province with an external road
– 3 Pts. For each resource that you have more of than any other player
Conclusion:
I am optimistic that these rules will work, though they do burden the GM with a fair amount of book-keeping. You can modify these results as needed, it may be more fun to start with 6 tiles rather than 3, especially for fewer players. For campaigns with larger players you may have people start from any map edge rather than coming in off the sea. I hope to provide additional updates as we go along and let you know what I have learned!
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