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Sir Lancelot wrote:Hi everyone,
My friend and I have been trying to come up with rules for campaigning and civilizations so that our BrikWars games have more depth than just back stories.
I have tried various ideas, but none of them seem to be any good. Can someone help us with our predicament?
stubby wrote:You were inb4beluga.



james+burgundy wrote:I got one KILL EVER ONE it works ever time trust me .
stubby wrote:You were inb4beluga.
*CRAZYHORSE* wrote:Well in most of my games I got a objective to capture or complete but it most of the time still turns out too be a KILL EVERY ONE scenario by accident.
Carda wrote:*CRAZYHORSE* wrote:Well in most of my games I got a objective to capture or complete but it most of the time still turns out too be a KILL EVERY ONE scenario by accident.
This happens all the time, from what I've seen. I know it happened in my group's first game.
In regards to trying to expand upon gameplay, if you regularly play with the same people, you may try a system where each player carries over his hero from one game to the next. The persistent conflicts between heroes on all sides will eventually tell its own story.
(I'm thinking about developing something like this for my own game group... It would be similar to a roleplaying campaign, only each player would have an army at their command. Achieving certain feats such as RedShirting X minifigs in a battle, or dying in a hilarious blaze of glory as a result of critically failing a Heroic Feat, would earn each hero CP which could then be used to enhance his stats according to the 2005 core rules. So each generic hero could become someone very different over time.)
stubby wrote:You were inb4beluga.
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