Showing posts with label Saga Campaign. Show all posts
Showing posts with label Saga Campaign. Show all posts

Sunday, January 2, 2022

'Strongholds' Saga Campaign Underway in 2022

    Andy's Republican Romans advance upon Jason's Carthaginian army in Battle of Heroes
We had 10 players help launch our "Strongholds & Realms" Saga campaign at our first game day in 2022. Each player chose a faction from one of the four "Age of..." historical books and was given a Realm which would function to track their successes over the course of the campaign. Since it was our first meeting, the player initiative order was randomized. One of the things I like best about the design of this campaign is the players will take control of determining the matchups. When it is their turn in the player order, they select another player to attack, and the two are paired off for a battle. The remaining players can't attack those two, and so on until all players are matched up. As GM, I will be "odd man out." The Realms who did the attacking move to the bottom of the player order and the others all scoot up the player order. This simple system should provide fresh matchups month after month.

    Jason, right, tosses the dice and hopes the Carthaginian goddess of Luck will smile upon him
The Attacker also automatically becomes the First Player (or Attacker) in the battle. They get the advantage of selecting the scenario. However, attackers are allowed to choose the same scenario only twice over the course of the campaign. This is meant to ensure players try out a variety of scenarios. I designed the system avoid what I have seen happen before in map-based campaigns: the same two players slugging it out, month after month, mired in a border war. There is no map for this campaign and the space each Realm occupies is abstracted. So, any players can attack any other player participating in the campaign. This should help keep things fresh and interesting.

    Bob's Roman cavalry charges into a massed melee against Karen's Vikings in Feasting & Pillaging
At the suggestion of Bob B, one of my players, absent players can schedule a makeup game if they miss the monthly meeting. Those who are unable to play a game will suffer a slight penalty in Victory Points (VPs), though. I also added mechanisms for new players to join the campaign but not be so far behind as to make their participation meaningless. I was eager to see how all of it worked as the players trickled in that Sunday morning. I filled out an index card with each player's name and faction. Once we were sure we had everyone, I took mine out (as we had an odd number), and shuffled them thoroughly. I placed them in a single column, top to bottom. The order was Jenny T (Vikings), Andy S (Republican Romans - Age of Hannibal), Karen C (Vikings), Mike S (Vikings), Joe M (Mutatawwi'a), Jason S (Carthaginians), Dave E (Romans - AOI), and Bob B (Romans - AOI). 

    Bob and Karen deploy their battle lines, each eying the objective markers placed between the armies
Wouldn't you know it, but my first player passed! Jenny passed up her choice to attack, ensuring she remained atop the player order next meeting. Andy chose to attack Jason to play a historical Republican Romans vs. Carthaginian battle. Karen chose to attack Bob, and Mike S attacked Jenny. With two players left, each tried Jenny's tactic of passing (also trying to ensure they were Player 2 perhaps!). Players are allowed to pass only once, so Joe was forced into launching an attack with his Mutatawwi'a (Arab Conquest army) against Dave's Romans. Of course, about 15 minutes after all the matchups were decided, we had a new player show up who wanted to try out the game. This meant Mr. Odd Man Out ended up playing after all. We rolled for Player 1 (since we didn't have cards made out for us) and I ended up attacking with my Picts against the Viking army I loaned him. See my Picts Pounce on Viking Raiders in the Orkneys post for my battle report).

    Joe's Mutatawwi'a deploy to prevent Dave's wagons from escaping in Prized Possessions
So, did my limiting the number of times players could select a particular scenario work out? I think so. I played Clash of Warlords with Daniel N, the new player. I wanted to make it as easy as possible on him. The other four games all had different scenarios: Battle of Heroes, Prized Possessions, Feasting and Pillaging, and another Clash of Warlords. I call that a success! Mike S made an interesting suggestion. Since Battle of Heroes is so randomized, perhaps NOT limit that particular scenario? Hmm...I'll have to get the player's feedback on that. Maybe dictate the "Chaos Option" rather than the Tactical or Considered options for any times it is chosen after the first two? 

    Dave's Roman legionaries escort 3 supply wagons, hoping to get them off the table on the far edge

One thing that surprised me was the number of battles that ended in a tie. We had two games result in a dead-even tie. Only one of the five games ended up with the Attacker defeating the Defender (my Pict's victory over Daniel's Vikings).  In the other two games, the Defender won. One of the campaign mechanics is that an Attacker takes possession of one of the Defender's strongholds with a victory. So, my Picts took one of Daniel's border towers. Each Realm starts the game in control of one Castle (+3d6 dice VPs), two Fortresses (+2d6 VPs), and three Towers (+1d6 VPs). You can get a bonus +1d6 for killing the enemy warlord. Another bonus +1d6 can come from a Defender victory. Attacker victories result in taking one of the Defender's strongholds. A player must have lost a Tower first in a previous turn before an enemy can seize a Fortress. Similarly, they must have lost a Fortress before the Castle can be targeted by an enemy attack. Surprisingly, with five games, only one stronghold changed possession.

    Mike S and Jenny's Viking warbands face off against each other in Clash of Warlords
Not surprisingly were the player rolls for VPs. I fully understood these would provide a random element that the game of Saga provides, as well. For example, the lowest roll proved to be Joe's 11 dice totaling only 27 points (average of 2.45 per die). The highest was Jason S's roll (well, he'd left already so his dad Mike rolled). Jason scored 46 on 10 dice (4.6 average). Obviously, over the course of the campaign, this is meant to even itself out. The most rolled by a player was 12 (Bob and Dave who both won and killed the enemy warlord). The least was Daniel with 9 dice. The range in VP scores is a high of 46 and low of 27. Certainly not insurmountable over the course of a multi-month campaign!

    Carthaginian cavalry gallop into Andy's Roman legionaries in a game that would end in a tie
For a little color, I am asking players to come up with a name for their Realm, hopefully in the theme of their faction. For example, mine is Orkney -- which was one of the seven sub-kingdoms of the historical Pictish kingdom. Jenny chose Ingstad - the earldom of Lagertha, the strong female character from the Vikings series.  I am still waiting for other player names to roll in and will update the scoring grid with their choices as I receive them.

A huge part of the design of this campaign is to minimize what players (and the GM) have to keep track of over the course of games. For Strongholds & Realms, this means recording:

  • Strategic actions of each player (Pass, who they attacked, etc.)
  • Scenario the Attacker chose
  • Winner of the battle, along with any warlords slain
  • Victory Points rolled, to be added to their Realm's total each turn
  • Adjusting the Player Order for the next turn

The result of the five battles (fought so far -- absent players who want to participate can still get in their games before next month!):

  • Bob B's defending Romans defeated Karen's attacking Vikings in Feasting in Pillaging, 24-11.
  • Mike D's attacking Picts defeated Daniel N's defending Vikings in Clash of Warlords, no score calculated.
  • Dave E's defending Romans defeated Joe M's attacking Mutatawwi'a in Prized Possessions, (-5) to (-8) -- yes, both players ended up in negative points!
  • Andy S's attacking Republican Romans tied Jason S's defending Carthaginians in Battle of Heroes, 14-14.
  • Mike S's attacking Vikings tied Jenny T's defending Vikings in Clash of Warlords, 17-17.

Here are the Realms, listed first place to 10th, after one round of the campaign (I will add in the names of player Realms as they send them to me): 

Player

Position

Victory Points

Strongholds

Battles chosen as Attacker

BARCA

Jason S (Carthaginian - AOH)

1st (T)

46

1 Castle

2 Fortresses

3 Towers

ORKNEY

Mike D 

(Pictish - AOI)

1st (T)

46

1 Castle

2 Fortresses

4 Towers

Clash of Warlords (1)

GALLIA

Bob B

(Roman - AOI)

3rd

41

1 Castle

2 Fortresses

3 Towers

SOSTERIS

Andy S

(Republican Roman - AOH)

4th

37

1 Castle

2 Fortresses

3 Towers

Battle of Heroes (1)

UPPER

PANNONIA

Dave E

(Roman - AOI)

5th

36

1 Castle

2 Fortresses

3 Towers

GEATLAND

Mike S

(Vikings - AOV)

6th

35

1 Castle

2 Fortresses

3 Towers

Clash of Warlords (1)

INGSTAD

Jenny T

(Vikings - AOV)

7th 

32

1 Castle

2 Fortresses

3 Towers

BJON BORG

Karen C

(Vikings - AOV)

8th (T)

31

1 Castle

2 Fortresses

3 Towers

Feasting & Pillaging (1)

SILESIA

Daniel N

(Vikings - AOV)

8th (T)

31

1 Castle

2 Fortresses

2 Towers


ALMOHAD CALIPHATE

Joe M

(Mutatawwi’a - AOC)

10th

27

1 Castle

2 Fortresses

3 Towers

Prized Possessions (1)

Here is the player order for next turn. If absent players join in, this will be adjusted before our next meeting in February.

Turn 2

Jenny T

Jason S

Dave E

Bob B

Daniel N

Mike D

Joe M

Mike S

Karen C

Andy S

 






Saturday, January 1, 2022

Rules for a Simple, Abstract Saga Campaign

  Strongholds & Realms - a simple Saga campaign

 FACTIONS AND REALMS

At the start of the campaign, each player chooses a faction for their army (it can be any from any of the historical books or Old Friends, New Enemies). If their faction has a further division, such as Baltic or Levantine Crusaders, they much choose that for the campaign, as well. Each turn, players are free to re-select their 6-point army list. They must follow the rules for Equipment options as normal, but they are not limited by their previous army builds.

The players must also choose for the campaign whether to allow mercenary or Legendary units. If a Legendary leader is slain in a game, they are no longer available for purchase in subsequent turns. The reverse is true of Legendary troops, such as the Moors “Black Guard.” Players may re-purchase that even if the unit is eliminated.

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PLAYERS REALMS

Each player begins the campaign controlling a Realm. Player realms are identical at the start of the campaign. Each player controls the same number of strongholds in three different tiers — Towers, Fortresses, and Castles. They start the campaign with three Tower strongholds, two Fortress strongholds, and one Castle stronghold. Over the course of the campaign, they may lose or take control of additional strongholds as a result of tabletop battles.

Smaller strongholds are on the outskirts of the realm and meant to protect the more valuable ones in the interior. A player must control fewer than three Towers before an enemy player can attack one of his (or her) Fortresses. Similarly, a player must control fewer than two Fortresses before a Castle can be attacked. Thus, if a player seizes a number of Towers from his enemies, the expanding realm will insulate its core strongholds (Fortresses and Castle) from attack.

The position of these strongholds is unimportant, and no map needs to be kept. It will suffice to keep track of how many of each type of stronghold a player controls - not which enemy player they seized them from. What’s more, the position of each realm is also abstracted. Players do not need to worry about who “borders” them, and they may launch an attack against any enemy realm participating in the campaign. Following each turn, a tally of each realm’s strongholds, victory points, and other information will be sent out to update the players.
 

GAINING OR LOSING STRONGHOLDS

Each turn, a player order will be determined. In player order, players may announce an attack upon a specified enemy realm or “pass.” There is no real advantage to “passing,” other than moving up in next turn’s player order (and automatically being the Defender in the tabletop battle).

If a player announces an attack, the player must also declare which size of stronghold they are attacking, if they have that option (the targeted realm having lost the required number of smaller strongholds). Once a player has been targeted with an attack this turn, no other players may attack that player. Similarly, the attacker may not be targeted by a later attack. Thus, each player will have to fight one battle at most per round.

The campaign can be further restricted by limiting the option to attack or be attacked only to the players who are actually present on the designated day to play out the current turn. Other players who are not present will have the opportunity to schedule a game against another absent player. If no game is scheduled, then the realms of missing players instead suffer a calamity, such as barbarian raid, famine, pestilence, or even civil war. These abstracted calamities (covered below) will affect their score, ensuring players who do not show up are less likely to outscore those who are present. A campaign strategy should not be to benefit from your absence!


DETERMINING PLAYER ORDER


The campaign begins by placing the players in a random, top to bottom order. From that point on in the campaign, the player order changes due to the actions of the players. At each meeting, the player currently at the top is given a choice to declare an attack against an enemy realm or to pass. The next player is given a similar choice, but may not attack players already matched up.  This continues until all players are matched up in one-on-one battles. If there is an odd number of players present, the GM will step in and play to make an even number.

Players may pass only once per round. If multiple players choose to pass, it may necessitate a second time through the player order to ensure everyone present has an opponent. A player who chose to pass earlier in the order will be forced to declare an attack when it comes around to them again.

Once all players are matched up, the player order is reset for the next turn. Those who chose to attack another player are moved to the bottom of the player order. The player who made the last choice is moved just underneath the bottom player in the previous player order. The next-to-last player to choose is underneath that player, and so on. The first player to choose to attack another ends up at the very bottom of the player order. See the example below for a 6-player campaign:

Randomly chosen order to start campaign:

  • Purple Player  
  • Blue Player
  • Green Player  
  • Yellow Player
  • Orange Player
  • Red Player

Actions:
1. Purple player chooses to attack Orange player
2. Blue player passes
3. Green player attacks Red player
4. Yellow player attacks Blue player
5. Actions stop as all players are matched up for one-on-one battles.

Resetting the player order for next turn:

  • Blue Player (“passed,” so did not choose, remaining in place)
  • Orange Player (was attacked by purple, so remains in place)
  • Red Player (was attacked Green, so remains in place)
  • Yellow Player (chose third)
  • Green Player (chose second)
  • Purple Player (chose first)

 

FIGHTING BATTLES

The player who announced the attack will be considered the Attacker in the upcoming battle. In Saga terms, that player will automatically become “Player 1,” while the Defender will be “Player 2”. Do NOT roll randomly for Player 1 or Player 2 in campaign battles! In addition, the Attacker will also have the option to choose which scenario the players will fight. The campaign GM will keep track of player choices of battles. A player is limited to selecting a certain scenario two times over the course of the campaign. After they have chosen that scenario twice, they MUST choose another eligible scenario.
    
This will have the effect not only of helping keep the campaign fresh with new opponents and new scenarios, it will also give players more experience in the various scenarios. Who knows? Playing in the campaign may help them in future tournaments!

At the end of the tabletop game, players must record the result (Win, Lose, Draw) and whether the loser’s Warlord was slain. Other losses and scenario victory points are unimportant (except Legendary warlords, which may not be chosen again after they die in a game). Of course, players are free to add this information to the account of the battles, but it is not needed to compile the results of the campaign turn.

STRATEGIC RESULTS OF BATTLES

If the Attacker wins the battle (not a Draw result or Loss), that player seizes control of the designated stronghold (Tower, Fortress, or Castle) from the loser. Note that the defender is not out of the campaign when he or she loses their Castle — they will remain in the campaign and able to launch their own attacks. Even if a player is reduced to 0 strongholds, they will continue participating in the campaign. Think of them as being reduced to a landless, migrating horde instead of a kingdom.

Players who have lost strongholds are NOT limited to attacking the players who they originally lost strongholds to — they may attack ANY player in the campaign. This should keep the games fresh and prevent them from degenerating into the same two players fighting each other turn after turn as might happen in more structured campaigns.

If the Defender wins the battle (not a draw or loss), they will benefit from plunder gained as the enemy flees the battlefield. They will receive a +1d6 roll to their Victory Points (VPs) this turn (see below).

In addition, if a player wins the battle and also slays an enemy warlord, they will receive an additional bonus +1d6 roll to their VPs. Both Attackers and Defenders are eligible for this bonus to their roll.

The campaign is meant to be abstracted for simplicity and to minimize bookkeeping. Players do not need to keep track of losses of figures or units. Each turn their forces will be “fresh” — representing that realms have many more troops than are present on the tabletop of any one battle.

VICTORY POINTS (VPs) AND “WHO’S WINNING?”

A player who wins battles and seizes control of other player’s strongholds will be rewarded by having a greater number of dice to roll for their VPs each turn. At the end of each campaign turn, players will roll for each realm’s VPs. They receive a number of d6 equal to the following total:

  • +3d6 for each Castle in their Realm
  • +2d6 for each Stronghold in their Realm
  • +1d6 for Each Tower in their Realm
  • +1d6 if they Won a tabletop battle as Defender
  • +1d6 if they Won a tabletop battle and killed the enemy warlord as either Attack or Defender

Each player gathers up the allotted number of dice and rolls it. That sum is added to their existing campaign VPs. Just like in the game of Saga, a player who rolls a larger number of dice may not always score higher. This random element is part of the game and also this campaign.

If a new player joins the campaign, they will start with a base score equal to the player with the fewest VPs at the end of the previous turn. From this base score, they will subtract the roll of 2d6. The sum will be that realm’s beginning VPs. This will lessen the handicap of new players joining a campaign already underway, which should provide them incentive to play.

CALAMITIES FOR PLAYERS WHO ARE NOT PRESENT

Recognizing that it may seem odd if players who are not present (and thus not eligible to be attacked and lose strongholds) week after week are winning or finishing higher than players who are present and playing games. Thus, the dice rolled for realms controlled by absent players will be modified by one of the following calamities:

  • Barbarian Raid: If the player was present the previous session, but missed this one, they suffer a barbarian raid. The realm rolls 1d6 less this turn for VPs.
  • Famine: If the player has missed two sessions in a row now, they suffer Famine. They roll 2d6 less this turn for VPs.
  • Pestilence: If the player has now missed three sessions in a row, they suffer Pestilence. The realm rolls 3d6 less this turn for VPs.
  • Civil War: If the player has missed four or more sessions in a row, they suffer civil war. The realm will roll 4d6 less this turn for VPs.

Note that showing up “resets” the above progression. Let’s say a player who suffered a Pestilence for missing the three previous sessions in a row, shows up. They earn normal VPs. If they do not show up the following session, the progression resets and they suffer a Barbarian Raid.

 

 KEEPING TRACK OF TURNS

The campaign is designed to limit the amount of bookkeeping and many features are abstracted.

It is suggested that a table be updated for each turn which details:

  • Realm name (& player name)
  • Current number of Towers, Fortresses, & Castles
  • Current VPs


In addition, the table should have a section to detail the results of each turn, including:

  • Strategic Action: Attacked or Defended vs. Realm (& player name)
  • Result of battle: Win/Lose/Draw, Losing Warlord slain, Stronghold lost or gained
  • Scenario chosen: Name of Scenario
  • That turn’s VP roll