* Gaming concepts can broadly be split between two main ideas, crunch and fluff. Crunch is the mechanics of the game; how the game works on the table, or behind the curtain... the rules. Fluff, on the other hand is the idea of the game, concepts of setting and theme that give the game its flavour. These two concepts interplay to generate the overall feel of a game, and how well the two integrate can make or break a game.
I'd discussed these concepts a bit in 2012 - Part 1, Part 2
Yesterday, the first cycle of a Warhammer 40,000 campaign began at my FLGS (Friendly Local Game Shop), the First Campaign for Nova Prime Colony (NPC) (forum under link, including the rules and battle reports). One of my friends and another community member drafted the rules for the campaign through the fall, releaseing the rules to the community in mid-November, intending to start in early December. The reality of December life delayed the start of the campaign to the start of January.
The intent of the campaign is to have a casual, formally structured long-form event to encourage wargaming within the community; there is no prize for the winner come the end of the event, just fun. With that in mind, players are encouraged to draft their lists with a narrative theme in mind, rather than building strong competitive lists designed to dominate without an eye towards narrative, or "fluff*".
Several of us met for the first day of the first game cycle (in which challenges are issued for the cycle), and two games were played, including myself and a space marines (Iron Hands) player, and a Tau player and a Blood Angels player. All in all, it was a good way to spend a Sunday afternoon. The battle I had involved my army having to liberate an objective located at the centre of the battlefield, protected by my attacker. He was able to set up with a wall of tanks encircling the objective; in order to win I had to control the objective at the end of the game. The result? I had my pants handed to me. My army had almost no chance against his entrenched army, but it was an interesting challenge. The game ended before I was completely wiped out; I had 4 models (2 units) on the table when it ended.
I've challenged another player (each player may issue one challenge per cycle and accept up to two, for up to three battles per cycle), but he hasn't responded with his intent to defend yet.
It should be interesting to see how the campaign unfolds. Things are seeming appropriately fun and casual so far.
1 blog comments below
Ankhanu on Tue Jan 05, 2016 1:23 am