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Ideas seed: Running a map based malifaux Campaign.


robert4818

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First a Caveat. This is an idea seed, not a full blown set of rules. As such, most of the details are left out (mainly because I haven't figured them out yet.). Instead, the idea here is to get a very basic foundation set up for how to do a "malifaux-style" map based campaign. Now on to the discussion.

One last note: This is designed to work WITH the campaign mechanics in the Malifaux Chronicles Vol 5.

I like your standard map based campaign for most games. Capturing Territory, moving your forces across the table, capturing more territory, and most of the fighting coming out of competing over the same spot on the map. Unfortunately, I simply don't think that works well for malifaux. And by "that well" I mean it really doesn't fit with malifaux at all. You don't have 6 factions in an all out war, or even competing for territory. You have 6 factions active in and around a city each doing their own thing, and often competing over resources. In fact, Malifaux's scenario creation system reinforces this idea with the individual schemes. As such, a map based campaign needs to reflect these differing goals, while still allowing for a fight.

I got to thinking about how that would work in a map based campaign. Instead of coming up with regions and zones, I came up with something more of a spider-web and nexus idea.

Here's a VERY ROUGH outline of the concept.

First you design a map, and on it, you place important locations. Ideally you print this map and glue it or draw it on a large piece of foam board, placing a push pin or something into each hot spot. I've stolen a map from an online malifaux rpg to demonstrate this idea. The small black circles represent these pins.

post-4433-13911928835228_thumb.jpg

Each player starts in a home hot spot of their choice or one made for them during the design of the game. Each player draws (or chooses) a number of Plot cards from a faction specific deck. Each deck lists a hot spot, and scenario type.

Also, soul stones pop up at random locations on the map. (This can be determined by die roll, fate card draw, or even a custom deck of cards).

Then at the beginning of every round of play, a player either makes a move or chooses to do nothing. (Doing nothing involves staying in place while participating in a plot.)

Players who decide to move, plan the move in secret, and ideally reveal the move at the same time. (This works best if everyone is present at the beginning of a round, or their is a neutral proctor).

Players who move, use a bit of colored string and stretch it between two push pins on the map. Those two push pins are their current location and their destination. See map below.

post-4433-13911928835005_thumb.jpg

Any place two lines cross, their is a chance for an encounter, and hence a "street battle". Either player at the cross chooses whether or not to challenge the other, if no one challenges, no fight takes place. If a challenge does take place, the "Street battle" occurs. (In this instance, street battle is a standard malifaux set up, discarding any locations that make absolutely no sense. Extreme leeway should be given as to whether a scenario does or does not make sense. (I.e. a bayou battle on this map makes no sense, but an opera house, even if the crossing is "over the river" could be stretched as a small detour over something important)

The winner of the battle continues on to their destination, while the loser must return to the location they tried to move from.

Once all movement is made, each player may choose to reveal a plot card, or collect a soul stone. A soul stone counts as either (X) scrip, or is added directly to a factions soul-stone pool.

If a player reveals a plot card, he must skip his next turn as he is actively pursuing that plot. However, during that turn, other factions may move to that location to counter that plot. If so, the scenario on the card plays out. If the faction who started the plot wins, they collect a completed plot token. If they lose, they must discard that plot and draw/choose a new one from their pile.

The first person to complete an agreed upon number of plots wins the campaign.

What do you think?

Edit: For clarification, the word "Schmes" when referring to the campaign, has been replaced with the term "plots".

Edited by robert4818
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I actually didn't read the whole thing...yet...as I am rushing for time. One thing that did catch my attention right away was the string route encounters. I love this mechanic. When I was a kid, someone bought me a geography game that used a huge foam mat with pins and thread spools which this reminds me of. I should dig it out because the pins and thread were all player colour-coded.

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I actually didn't read the whole thing...yet...as I am rushing for time. One thing that did catch my attention right away was the string route encounters. I love this mechanic. When I was a kid, someone bought me a geography game that used a huge foam mat with pins and thread spools which this reminds me of. I should dig it out because the pins and thread were all player colour-coded.

Thanks. :) I liked the string route concept as well, it solved a number of issues with me when it came to figuring out the map based campaign. Instead of dealing with regions, the game focuses instead on the travel.

Just as a side note, The map used is purely for ease of example. It might in fact be too zoomed in, making the string route concept seem rather odd. This idea probably works better with a more zoomed out map, up to and including the official malifaux map itself.

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I really like this basic idea as well. The strings idea could work very well with the main Malifaux map. I also like the 'schemes' that need to be completed to win. Were you just going to use the regular ones, or different specific ones? You could even have several locations with special built in schemes that offer say 2 points to the first player to finish it in that location. I really like campaigns and this is a good idea - can't wait to see more. Now if only I had someone to play with....

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I really like this basic idea as well. The strings idea could work very well with the main Malifaux map. I also like the 'schemes' that need to be completed to win. Were you just going to use the regular ones, or different specific ones? You could even have several locations with special built in schemes that offer say 2 points to the first player to finish it in that location. I really like campaigns and this is a good idea - can't wait to see more. Now if only I had someone to play with....

I think I used the wrong word (Given that schemes are a keyword in Malifaux). The campaign "schemes" are not the same thing. I have decided call them Plots. I've been thinking on them since the post originally went up. I described something rather basic for the Plot Cards: Go to hotspot, Declare plot, wait 1 term. If someone shows up, fight via scenario rules on card. If your plot is not stopped, (i.e. no one shows, or you win the fight(s)) you complete the plot.

There is always room for expansion here. A plot could also be: Go to X, declare plot, pick up token. Next turn, take token to X. If not stopped, complete the plot.

Also, plot tokens are really another form of campaign Victory Points. This concept could be used to create higher value plots that take more time to complete.

Finally, its possible to have plots that upon completion, also affect the campaign itself, instead of simply being an objective. For an example a plot "Shutting down the mines" might award victory points, and also stop random soulstone appearance for the rest of the campaign (unless someone also has "reopen the mines" as a plot.

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I had a very similar Idea for a Map campaign the String mechanic is an awesome idea i would love to chat with you sometime and throw some Ideas together. The idea I wanted to add for my personal campaign instead of the plot cards are clues to reveal a location within Malifaux of massive arcane power or an ancient artifact and everyone is fighting over it and trying to find it eatch card you get reveals a small portion of the map

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I had a very similar Idea for a Map campaign the String mechanic is an awesome idea i would love to chat with you sometime and throw some Ideas together. The idea I wanted to add for my personal campaign instead of the plot cards are clues to reveal a location within Malifaux of massive arcane power or an ancient artifact and everyone is fighting over it and trying to find it eatch card you get reveals a small portion of the map

The reason I didn't want to do something unifying like that is that each faction has their own agendas in the world. Fights happen when when two different factions have competing interests. While soulstones are generally wanted by all factions, not every other goal is.

I originally was thinking of giving each faction an "end game" with different mechanics, but realized that this would be very hard to do and harder to balance. That's where the plot cards came in. It allows a fairly unified mechanic in the form of plot cards, but flavor text, exact hotspots, and possible tasks can be tailored to fit each faction.

Unfortunately, I'm about as far developed on this idea as I'm likely to get in a while. (Hence why I've called it an idea seed instead of a full proposal). I'm actually very new to malifaux, and am not well versed in the lore at all. This makes it hard for me to come up with the nitty gritty details for each faction on their cards.

Plus, absolutely 0 playtesting has been done. Its why i've tried to put hard numbers in whereever possible. I have no idea how much a soulstone pickup should be worth in scrip. I have no idea how long a campaign should run, or how many plots that would be.

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I reccomend trying out a Vassal Campiagn to help people Play test how many times the encounters matter have you thought of haveing Strategies effect the overall map game play

I have. A few posts up I talked a bit about how the plot cards in the original post are fairly "bland".

There are a number of ways to spice them up. First, plots can award VP instead of simple completion. This would allow for some more complicated plots that take more time, but award more VP.

And also completion of specific plots could do more things. For example, one plot might shut down the random generation of soulstones onto the map.

My hope is that this basic foundation, combined with the campaign rules in malifaux Chronicles 5, it will inspire people to expand this and run some awesome campaigns.

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I love this idea.

The strings and the plots are really pivotal ideas that could really make a campaign come together with a strong narrative. I suspect that this may work better with a GM that doesn't participate but rather brings everything together.

I think each plot idea might work well if you come up with a list of verbs or actions and allocate a cost (i.e turns spent) and a return.

Possible actions could be:

  • Build / create
  • Destroy
  • Investigate / search
  • Repair
  • Dig
  • Lay trap

I will ponder this some more.

Edited by Metalhed
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I love this idea.

The strings and the plots are really pivotal ideas that could really make a campaign come together with a strong narrative. I suspect that this may work better with a GM that doesn't participate but rather brings everything together.

I think each plot idea might work well if you come up with a list of verbs or actions and allocate a cost (i.e turns spent) and a return.

Possible actions could be:

  • Build / create
  • Destroy
  • Investigate / search
  • Repair
  • Dig
  • Lay trap

I will ponder this some more.

A GM is largely unnecessary for the campaign, though having one could definitely help bring some extra narrative spice to the campaign. The strings and plot cards pretty much take care of themselves without a need for outside interference (so to speak).

That being said. The plot cards are part of the "Seed" concept of this idea. There is a ton of different tweaks and ideas that can grow from the bare bones idea provided in the seed post. I like your idea of verbs, and the idea of campaign effects from different plots.

Another idea that LITERALLY came to me while typing this up is the idea of the "Grand Strategy" for a game with a stronger narrative twist to it.

Here that is:

Grand Strategy: Each player chooses a Grand Strategy that sums up their factions primary goal for the campaign. Its basically a "super plot card" that works as an end-game climax to each factions story for the campaign. The first player to complete their Grand Strategy wins the campaign.

Each Grand Strategy card would be similar to a regular Plot card. However, it has prerequisites that must be met before it can be played. The card lists a number of potential plot cards on it that work for Prereqs. It then lists the number of plots (or VP if using variable VP plot cards) that must be completed before the grand bargain can be played, with the numbers being listed for short, medium, and long campaigns.

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Here that is:

Grand Strategy: Each player chooses a Grand Strategy that sums up their factions primary goal for the campaign. Its basically a "super plot card" that works as an end-game climax to each factions story for the campaign. The first player to complete their Grand Strategy wins the campaign.

Each Grand Strategy card would be similar to a regular Plot card. However, it has prerequisites that must be met before it can be played. The card lists a number of potential plot cards on it that work for Prereqs. It then lists the number of plots (or VP if using variable VP plot cards) that must be completed before the grand bargain can be played, with the numbers being listed for short, medium, and long campaigns.

I like this idea. I think carefully set out plot cards with a grand scheme card will lead to a great campaign.

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I like this idea. I think carefully set out plot cards with a grand scheme card will lead to a great campaign.

Even with the grand strategy, you want enough potential pre-reqs that players can pick and choose their own unique set of plot cards.

This gives players enough freedom to still choose their own way through the game, and it also prevents other players from simply recognizing the "Grand Strategy" based off of a plot card and moving to stop it.

After all, the concept behind the grand strategy is that you see all these minor things happening, only for them to all come together in the end. This doesn't work if someone is able to go "Oh look the neverborn player is holding the well, must be doing the 'Poison the water supply again"

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I really like the ideas in this thread!

I have decided to add the tension element between the players by playing multiplayer games and forcing them to have additional schemes which may lead them to betray their ally. Once they have played a few multiplayer games and backstabbing each other this way, it's time for a 1 on 1 game where scores are settled.

Those betrayal schemes are handed randomly in the form of card (or secret flip on a table). So far I've worked that they only build a "character" element, but they could also be part of a greater scheme/strat.

Keep this rolling please it's inspiring!

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I really like the ideas in this thread!

I have decided to add the tension element between the players by playing multiplayer games and forcing them to have additional schemes which may lead them to betray their ally. Once they have played a few multiplayer games and backstabbing each other this way, it's time for a 1 on 1 game where scores are settled.

Those betrayal schemes are handed randomly in the form of card (or secret flip on a table). So far I've worked that they only build a "character" element, but they could also be part of a greater scheme/strat.

Keep this rolling please it's inspiring!

:) Ideally I hope someone at Wyrd takes a look at this idea and perhaps comes out with something official. I don't have the grip on the lore and the individual factions required to come up with plots and grand strategies that fit each faction.

:D

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Great ideas here. I haven't seen anything mentioned about same faction fights yet but I think all it would take to remedy any long lasting alliances is making sure each participant has a grand scheme that is completely different from any other. I'm not advocating a complete ban on any alliance, we all know that's part of what makes a map scenario fun. One of the big questions I've got is would you make this a single master only campaign or single faction? Maybe single faction and getting an achievement to unlock each master beyond your starting master?

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Great ideas here. I haven't seen anything mentioned about same faction fights yet but I think all it would take to remedy any long lasting alliances is making sure each participant has a grand scheme that is completely different from any other. I'm not advocating a complete ban on any alliance, we all know that's part of what makes a map scenario fun. One of the big questions I've got is would you make this a single master only campaign or single faction? Maybe single faction and getting an achievement to unlock each master beyond your starting master?

I don't see anything preventing same faction fights. Though, I will admit that the base assumption is that players will play different factions. In the case of same-faction, each player should have their own copy of plot/grand strategy cards, playing as normal. Same faction fights might make more sense for some factions more than others though. Neverborn and the Guild seem more unified than the others, so it might seem odd to me for them to be competing.

As for masters/multi-masters. I'll leave that concept up to you. I've made the assumptions that the standard "campaign" rules put forth in the Chronicle would cover the nuts and bolts of fights/growth, while my stuff covers the "meta" level (i.e. map and goals).

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I'm glad you did. I am starting a campaign/league in January and I am definitely using the string mechanic to determine the encounters. I am still fleshing everything out, but that is such a great idea.

Many thanks for the idea.

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I'm currently in the process of trying a variant of this out. I've changed up the injuries and income sections to make them feel more M2E ish and altered the movement around the map a bit, as the string method results in too many complex situations arising.

 

I'll post up my thoughts and some campaign diaries/logs over the next couple of weeks.

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I'm currently in the process of trying a variant of this out. I've changed up the injuries and income sections to make them feel more M2E ish and altered the movement around the map a bit, as the string method results in too many complex situations arising.

I'll post up my thoughts and some campaign diaries/logs over the next couple of weeks.

Could you explain what you mean by complex situations?

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Certainly :)

 

First up, I want to say I think your core idea is ace and really inspired me to want to write and run a narrative campaign myself.

 

When I say complex, I don't mean difficult to resolve or hard to understand. What kept happening was several strings would begin to cross in multiple locations resulting in either too many multi-player games occurring and nobody actually getting to their destination in order to resolve their plots, or some players having to wait for one or more games to be resolved before they start theirs as one or more crews involved in other games might also be involved in theirs. I think a diagram would help here:

 

gallery_26583_232_19952.jpg

 

Red is traveling from A to B

Yellow is traveling from C to E

Blue is traveling from D to E

Black is traveling from E to B

 

In this turn Red could potentially play three games. Assuming he wins the first two, against Blue and then Yellow. Or he might play a three player game against Blue and Yellow at the same time and if he wins against Black shortly after.

Blue and Yellow have a similar issue. If Blue plays red first, Yellow has to wait to see who wins, because if Blue wins he'll be playing again against Yellow. Alternatively, if the three player game goes ahead only one of Blue and Yellow will make it to their destination, thus rendering a second game moot.

Finally. Black has to wait until all other games are completed to see if he even gets a game. If Red looses any of his games, individual or multi-player he won't arrive at his destination thus denying Black a game.

 

Like I said earlier, none of this difficult to understand or execute, I just felt it was too fiddly and when coupled with the idea that these masters were attempting to reach landmarks and achieve plots it resulted in too many 'traveling' encounters and not enough 'plot' encounters.

 

It is entirely possible that my goal in playing a campaign and yours are different enough that this is irrelevant to most gamers, but I've gone with a zone and landmark based movement system based off the master's Walk stat. It's still very much in the beta testing stage but I think it provides more of what I wanted from the campaign and less situations where players are left waiting to see if they get to play that turn.

 

This is in no way an attempt to say the string system is wrong or bad, quite the contrary, it's original, visual and very easy to explain and implement, I just felt it was getting in the way of what I wanted out of the system.

 

Hope that helps :)

 

P.S. If any of the colours on my explanation don't match the colours on the diagram, I apologise but I'm colour-blind.

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