by Terry Gore
Perry and I talked about campaign rules for both AW and MW. We came up with some very basic things we feel are necessary for successful campaigns in miniature wargaming. Ease of Play: The rules have to be very easy to apply to the existing AW/MW/RW rules framework. Must be able to move and have a decisive wargame to fight with each face to face session: I don't know about others, but when I get together with the guys, I want to PLAY, not sit and talk for four hours about how we should be playing...but aren't. Limit the number of opposing factions: It can be the death knell of any campaign rules to have too many factions. Four seems to be the maximum workable number. Other players can be assigned to a faction as commanders, advisors, etc. Use of email to speed up orders and replies/responses: This is far superior to the old mail system. What do we want to include in the campaign rules?
Again, these are just some thoughts and if anyone has any ideas they would like to see implemented in a campaign system, please send us your comments. Back to Saga #77 Table of Contents Back to Saga List of Issues Back to MagWeb Master Magazine List © Copyright 2000 by Terry Gore This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |