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An Idea For A Campaign

Posted: Thu Jun 25, 2009 9:54 am
by MattL
I was just thinking up a campaign idea, which involves 4 armies, but 2 players. It would take place in a city, where one of the factions (Evil Force) would try to set off a nuclear bomb, whilst the other faction (Security Force) tried to stop them. No matter what happened, the nuke was set off by accident, and it destroys the city. For five turns after the nuke is set off, the minifigs must move to cover. All surviving minifigs (be it soldier from the Security Force, or a civilian, whoever survives joins The Survivors) become the new faction, "The Survivors." The Evil Force is now the Opposing Force (or OpFor) The Survivors are separated, but the Op4 is in a bombed-out base. The city has now been reduced to rubble, and bodies and weapons are discarded everywhere. The Survivors must now band together and defeat the OpFor. The game ends when a survivor makes it into the President's Office of the OpFor base and holds the leader of the OpFor hostage.

Posted: Thu Jun 25, 2009 9:57 am
by pesgores
It's good, but too small to be a campaign (methinks).

Posted: Thu Jun 25, 2009 12:56 pm
by Strana
maybe part of a campaign of the fulmination of one, with the earlier parts being the movement of said device, or killing any informants trying to tell the authorites theres a nuke in my basement

Posted: Thu Jun 25, 2009 4:21 pm
by Almighty Benny
or maybe this is the perfect size for a campaign, seeing as so many people propose ideas for them and then never actually have them because it would be too much work and people are generally lazy

Posted: Thu Jun 25, 2009 4:26 pm
by OneEye589
It sucks that you already know the nuke goes off, though. That's no fun and nothing like a real campaign in my eye(s).

A campaign set of battle would be like a tree to me. You start at one battle and the outcome of that battle affects the rest. So for this battle:

Battle 1 (Fighting for the nuke)
Nuke explodes?
*Yes go to 2A
*No go to 2B

Battle 2A (Fighting after the nuke explodes and trying to get to cover)
How many survivors?
*No survivors, campaign over
*1-10 survivors, start a post-apoc campaign idea
*10+ survivors, go to 3A

Battle 2B (Police try to move the bomb, the evil dudes try to capture it in transit)
Do the bad guys win or the good guys?
*Bad guys, go to 3B
*Good guys, go to 3C

etc.

Posted: Thu Jun 25, 2009 11:14 pm
by MattL
OneEye589 wrote:It sucks that you already know the nuke goes off, though. That's no fun and nothing like a real campaign in my eye(s).

A campaign set of battle would be like a tree to me. You start at one battle and the outcome of that battle affects the rest. So for this battle:

Battle 1 (Fighting for the nuke)
Nuke explodes?
*Yes go to 2A
*No go to 2B

Battle 2A (Fighting after the nuke explodes and trying to get to cover)
How many survivors?
*No survivors, campaign over
*1-10 survivors, start a post-apoc campaign idea
*10+ survivors, go to 3A

Battle 2B (Police try to move the bomb, the evil dudes try to capture it in transit)
Do the bad guys win or the good guys?
*Bad guys, go to 3B
*Good guys, go to 3C

etc.
I actually like this idea better than my original idea.

Posted: Fri Jun 26, 2009 6:29 am
by OneEye589
Yea, it's not much of a campaign or battle if you know what's going to happen. I would just send all my troops into hiding right off the bat if I would have to do that anyway. Just get a large team of snipers and ninjas and sneak around. With the way I explained it, there's actually something to work towards so you can possibly not be screwed.