JDMG Campaign Credits

Klaetch

Mongoose
Hey forum, long time no post.

I've been looking at the latest version of the rulebook, and I noticed that the amount of Credits gained following a game has reverted to 40% as in the early drafts of the rules, not 20% as in the last version I printed out. There's also no difference between the sum netted if you win or lose. Is this intentional?

I'm just about ready to get another campaign underway, as in today. Very exciting.
 
Welcome back! It has been brought up before and still no answer.
so it looks to me like its a flat 40% win or lose.
 
cfirpi said:
Welcome back! It has been brought up before and still no answer.
so it looks to me like its a flat 40% win or lose.
We've tried that in our Gaming group and found that it has a chance to increase the size of Forces ridiculously much (Especially if you include the Vid Reporter into the mix. A friends Force got 900~ credits in a single game, almost doubling his Force Value!). We're playtesting some houserules right now (40% first game, then 20%/10% for win/lose. Might add a "resource" for lack of a better name which will be used for "victory points" during our campaign, but which can be traded for special stuff (Like being able to get a Medpack on models that normally can't buy general equipment like Judges) or a small XP boost on a character, etc). We're also considering making a system based of off Necromunda's money system, where it would be more of a set amount (with variables) than based on percentages.
 
The campaign system as it stands has lots of holes.....it's kinda a lightweight placeholder from what I can tell. We're trying to adapt the campaign system from another well known skirmish system to JD rather than use the one in the rulebook. As I recall we had to do the same thing with Bab5 :?
 
One of the houserules we can up with in our league is that the person with the highest point value gang only gets 40% of the second highest person. and it's worked out pretty well.
 
Just to chip in, the campaign rules are meant to be light, quick and easy. You would be welcome to run your own campaigns and, indeed, I would be quite happy to feature 2, 3 or 4 different types of campaign for this game, from quick and dirty to heavily detailed...
 
Well you could always fall back on the original,
Winner recieves 40-60% of opponents credit value
Loser recives 20-40% of opponents credit value

then you could add variables such as
50 cred for misison/objective accomplished
2 cred for every experience point earned
10 cred for every hero that levels up
50 cred for a minion that turns hero
10 cred for every succesfully resisted/atempted arrest
100 cred for total slaughter of opponent

Of course we could also convert the territory rules from the old Gangs of Mega City 1 game.

For something like that though I would require Mr. Sprange's approval to post on here.
 
cfirpi said:
Of course we could also convert the territory rules from the old Gangs of Mega City 1 game.

For something like that though I would require Mr. Sprange's approval to post on here.

I'll go you one better :)

I am a little strapped for time right now, but if someone was to convert those rules and send them to me (Word doc preferred :)), I'll go through them, tart them up, and add them to Block War as an alternate campaign system.

If not much work needs doing on the document, I may even see if I can get Acc-Div to authorise a little present for said volunteer :)
 
I'm currently working on a campaign system based on the Necromunda territory system, I don't know how similar the two are but if it's of interest I'll submit that once I'm done with it.
 
Having never played it I would be interested in seeing such a thing. I'm also sure many do not mind having more fleshed out options onrunning a campaign.
 
My conversion has been submitted. Campaign, arrest, turf and a few talents updated to the JDMG standards.

Hope you like it Chief Sprange.
 
cfirpi said:
My conversion has been submitted. Campaign, arrest, turf and a few talents updated to the JDMG standards.

All edited and tweaked, just being tested now at Club Mongoose - expect to see it in the next Block War revision!
 
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