Edward I

Late 13th Century Campaign Game

by Terry Gore


Introduction

First there were the Scots, who kept the Sabbath, & everything else they could lay their hands on.
Then there were the Welsh, who prayed on their knees, & on their neighbors.
Thirdly, there were the Irish, who never knew what they wanted, but were willing to fight for it anyway.
Lastly, there were the English, who considered themselves a self-made nation, thus relieving the Lord of a dreadful responsibility.

    --Unknown

Campaigns have always held an attraction to gamers. They provide a context within which to fight tabletop battles, and lend meaning to the results of those engagements. Nevertheless, few are played to completion. Principle causes include the time/work required to map and track the physical movements of the opposing forces—which detracts from tabletop playing—or the decline in active and timely participation by the participants (often as a result of the early domination of a player/side, or alternatively, the “no-end-in-sight” syndrome).

This is intended to be a system that addresses these problems. It is limited to ten turns in length. It lacks a map. It can be administered by the one player (or alternatively, a small group of players acting as a “King’s Counsel”—with votes being emailed to “the King”) who can undertake all strategic decisions.

The core purpose of this campaign system is to generate tabletop battles using Medieval Warfare, although any set of miniatures rules appropriate to the era can be used. One advantage of Medieval Warfare is its army lists, which can generate forces for the main historical combatants. Because these lists are provided in point values, the economic/military power of the regions in this strategic game is simply abstracted in points.

And that is the goal: a system that quickly and easily provides a background for tabletop battles.


Edward I Late 13th Century Campaign Game


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© Copyright 2004 by Terry Gore
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