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Home brewed Paradiso campaign

Discuss the official campaign set Paradiso, ITS, as well as user-made alternatives, such as YAMS.
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Home brewed Paradiso campaign

by coleslaw » December 13th, 2013, 11:33 am

Hi!
My gaming group has been thinking about starting a campaign but we really need something more casual than the official Paradiso campaign.

So I threw together this map based campaign rules to be used with the Paradiso story. I think it helps if you have some knowledge of the Paradiso fluff and what a Digester is ;-).

This is the current state, still work in progress. It is written to be used with the warhammer/40k hexagonal campaign map but any map should work. The points and details are still not balanced, and the rules are not playtested at all. It is more a showcase of a different way to think about and approach a campaign.

Updated rules, version 1.1.2: https://docs.google.com/document/d/14iF8p7ai9kjaBml4lLTj9zsvwwOBrqIMt9zMtg_ICpQ/edit?usp=sharing

What do you think? Comments? Balance issues? Would you like to play in a campaign like this? Questions? Better language suggestions (english is not my first language ;-) )? Better structuring of the rules? Glaring weaknesses or exploits? Wtf is this?...
Last edited by coleslaw on February 25th, 2014, 11:49 am, edited 1 time in total.
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Re: Home brewed Paradiso campaign

by Arachas » December 13th, 2013, 1:32 pm

Fixed your link for ya.

Looks very interesting! I would like to see what kind of map you're playing on, though.
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Re: Home brewed Paradiso campaign

by coleslaw » December 13th, 2013, 2:05 pm

Thanks!
It's written with mighty empires plastic hexagons in mind. But the maps form isn't very important for the campaign as you don't have any movement or lines of supply. So i think that you could just take a random map and draw areas on it that seem logical, ie this city is one area, these montains are another. The forest west of the river is the third and the forest east of the river a fourth. And so on.

The thing to remember is that the campaign becomes longer if you have more areas as the influence of the sides starts higher. In a 2 vs 2 battle with 3 areas each one side only needs to win 2 "conquest" games more than the opponent to get a 8-4 influence ending the campaign. If you don't have any other changes on influence at least :-). (A city + the area it belongs to begins with an influence worth of 3...)
But if you have x nr of CA players and 5 HS players with 3 areas each your basic starting influence 15-15 and you need 5 conquests more to get 20-10.
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Re: Home brewed Paradiso campaign

by coleslaw » December 16th, 2013, 10:35 pm

Not working anymore.
Updated and finished the rules, we are now at version 0.8 and it's time to playtest them :-).
https://docs.google.com/document/d/1WJd ... sp=sharing

Created a form for keeping the scores. Ugly as ..., but it might work. Lets see if someone else in my group wants to make a prettier version ;-).
https://docs.google.com/spreadsheet/ccc ... sp=sharing
Last edited by coleslaw on February 25th, 2014, 9:43 am, edited 2 times in total.
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Re: Home brewed Paradiso campaign

by Lampyridae » February 25th, 2014, 1:37 am

Looking good. Have you playtested this campaign yet?
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Re: Home brewed Paradiso campaign

by coleslaw » February 25th, 2014, 8:36 am

We have started the campaign now, though only four games played so far. And the defender has won all games, so no primary stakes has been implemented yet.

The map we use:
Image
The red flags are my Kazak Tactical Command (KTC / Ariadna). The green are Haqqislam (which I and an other player play together. The blue is PanO and the yellow is Combined Army.

I will update the status sheet and the rules later today, we are at version 1.1.2 right now :-).
Updated status: https://docs.google.com/spreadsheet/ccc?key=0AvyiyVW_uOzrdFFTNEtrYnN2ZU9YM1oyQ2cwVnZFdHc&usp=sharing.
Updated rules: https://docs.google.com/document/d/14iF8p7ai9kjaBml4lLTj9zsvwwOBrqIMt9zMtg_ICpQ/edit?usp=sharing

Currently in lead is Haqqislam, owning 2 mines which give a possibility to "harvest" influence, and the much coveted space port. But in a fierce engagement CA managed to steal vital information about the Digesters position from PanO and has now retrieved it. So given time, CA is in a really good position...

Some of the scenarios we use: https://drive.google.com/folderview?id= ... sp=sharing
  • Assassination: https://drive.google.com/file/d/0B_yiyV ... sp=sharing
  • Demolition run: https://drive.google.com/file/d/0B_yiyV ... sp=sharing
  • Shadowrun: https://drive.google.com/file/d/0B_yiyV ... sp=sharing
  • Super 6-1 is down: https://drive.google.com/file/d/0B_yiyV ... sp=sharing
  • The secret meeting: https://drive.google.com/file/d/0B_yiyV ... sp=sharing
  • Waiting for the cavalry: https://drive.google.com/file/d/0B_yiyV ... sp=sharing
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Re: Home brewed Paradiso campaign

by Arachas » February 25th, 2014, 1:09 pm

Oh that's awesome, a very good backdrop for a campaign.

*steals idea*
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Re: Home brewed Paradiso campaign

by coleslaw » February 25th, 2014, 1:40 pm

Steal away, that's the point :-). And if you have any ideas or critique, please share them.
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Re: Home brewed Paradiso campaign

by Scorch » February 25th, 2014, 2:07 pm

Wow, amazing job! Really worked out idea! I like it!
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Re: Home brewed Paradiso campaign

by Arachas » February 25th, 2014, 7:51 pm

Definitely going to look into creating some kind of map system of use in our group (*looks at Scorch*).

The only thing Infinity really lacks is a good, narrative element. Paradiso, as far as I can see, doesn't really allow you to play your own story (but rather you play the Paradiso story).

As such, a campaign based on this would be right up my alley. If we do get around to it, it'll be great blog inspiration!
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Re: Home brewed Paradiso campaign

by Scorch » February 25th, 2014, 9:54 pm

Arachas wrote:Definitely going to look into creating some kind of map system of use in our group (*looks at Scorch*).

The only thing Infinity really lacks is a good, narrative element. Paradiso, as far as I can see, doesn't really allow you to play your own story (but rather you play the Paradiso story).

As such, a campaign based on this would be right up my alley. If we do get around to it, it'll be great blog inspiration!


And with those spec-ops it could have been so awesome :D haha! But yeah, we can create a map-system. Although I'm still not sure how it would really work within the system since most of the missions are more black-ops oriented than conquering territory. Unlike 40k/WHF, where these things are a great asset for campaigns. We'll have to work on that. ;)
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Re: Home brewed Paradiso campaign

by coleslaw » February 25th, 2014, 11:58 pm

.
Warning, lot of :words: incoming...
We use a lot of imagination to explain why our scenarios has effect on the map/campaign. I have attacked twice, first time I played Ariadna and kidnapped a Haqqislam security consultant with extensive knowledge of the mine I wanted to take control over. Sadly the escape shuttle was shoot down and the scenario we played was about taking control of the injured security consultant in the wreck. I failed and Haqq got their consultant back and now being aware of the threat they snapped up security, making the mine "fortified".

The second time i played Haqq and tried to forge documents that showed that a territory that is in PanO hands right now rightfully belongs to me. We did this with a hacker scenario where I had to upload the forged documents, get them authorized and download them again (spending 1 long action and rolling a possibly opposed WIP). I managed to upload and retrieve the documents but PanO got their hands on the copy before I managed to upload it to my HQ, making it a victory for them.

This enraged the PanO command and they decided to take revenge, taking control of the spaceport as a pure military action, under the thin lies that they didn't trust haqqislam holding it when we apparently couldn't even protect our own high tech equipment :jihad:, which some terrorist had used in an attack against PanO recently :shock:. So we played Frontline to represent a part of the battleline and thankfully Haqq preserved. The official story became that PanO had attacked terrorist that where taking control of the spaceport and that PanO got reinforced by brave and loyal Haqq soldiers. The brave Haqq warriors that "helped" PanO proved that they are capable of continuing to protect the spaceport and PanO withdrew...

So just use your imagination and storytelling skills and make up something plausible. The smack talking between me and the PanO player surrounding the last game was so fun, he accusing me of dark deeds and me pretending to be completely innocent. Of course he couldn't prove anything, no Hassassin has ever been taken alive...

Alternative settings and campaigns
The control of territories fits well in the paradiso setting. And the control, and change thereof, don't need to be military based but can by hostile takeovers, corrupt O-12 officials and so on...
But if you want to play more of a shadowrun/cyberpunk/spies and daggers in the dark then I would use a much more abstract map representing valuable assets on different planets in the Human Sphere, ex "influence in the Bio-labs on Bakunin" (1 mine), "a smugglers route for silk from Bourak to Shentang" (3 territories, 1 on each planet and 1 at a valuable wormhole), "general economic influence on different planets" (1 population center for each involved planet), "influence in the O-12 administration"(3 ordinary territories surrounding and protecting a 4'th in the middle that counts as a spaceport) and so on. Probably saying that all territories on a single planet counts as being in contact with each other but not with anyone else, making it harder to get foothold on a planet.
In this case, don't use the humans vs aliens as a frame of the conflict. All for themselves!
If you want a specific storyline, either give the players influence for following it or let them gather separate points that show the progress. I could have hidden the Digester in my campaign and created stakes and actions that gave the factions "clue-points" and then first player to gather 20 clue-points could find the Digester and win the campaign. Or I could say that you may not try to kidnap the digester if you don't have at least 10 clue-points, but the general victory is still attained by scoring influence (and the Digester may give you lots of influence).

The problem with this very open campaign is fluff and the aliens. It's harder to understand why (and how) the EI would control the Bakunin Bio-labs or smuggle Silk then why it would conquer territories from the humans on Paradiso. Maybe the Tohaa, and maybe the Shasvastii (but that is stretching it), but the Morat Aggression Force... But if you don't use the infinity fluff in a to rigid way it might work. Or if you exclude some armies.

Spec-ops
Thats not so hard to include. Throw away my chapter on Resources and make sure each scenario gives max 10 Objective points (as the ITS ones). The winner of the scenario is the side with most objective points, but both sides might gain objective points/XP. There you go!


Please tell me what you think and plan. And your progress. I guess this campaign will end sooner or later and it's a good thing to be prepared by then :).
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Re: Home brewed Paradiso campaign

by Scorch » February 26th, 2014, 9:47 am

Wow, those are some valuable insights you got there! I like it! :D

The two settings are really nice, and I can definitely work with the second one, with the focus on smuggling-routes and stealing resources. (Although the way you guys implement politics and 'diplomacy' in the first one is really nice as well! Hahaha!) :words:

On the question of how to implement the aliens, you might go with a mix of both systems. Aliens are just trying to conquer territory (MAF) and disrupting supply-lines (Shas) and trying to locate and defend the Digester (Tohaa) while the HS is in-fighting with the more backstabbing style of story and defending against alien attacks. Just some thoughts that came up while reading your text...

Oh, and I want to work on something that would work for some Nomad ships and Haqqi-spaceports. I'll let you know! ;)

Haha, I'm getting really inspired by your ideas. If been struggling with finding a way to really create a campaign which isn't ITS-battles in a row since I've known the game. Your ideas sounds really neat!
Arachas, maybe we should start working on something big here ;)
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Re: Home brewed Paradiso campaign

by coleslaw » March 12th, 2014, 1:21 pm

Added/uppdated/changed the scenarios:

https://drive.google.com/folderview?id= ... sp=sharing
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Re: Home brewed Paradiso campaign

by kidterminal » March 14th, 2014, 3:34 am

Have you added a Ko Dail alternative as in she is :yujing: not :ca: ?
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