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RedSixStandingBy

Any chance FFG publishes campaigns?

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I personally prefer story-based gaming over simple head-to-head competitive play.  I've played the scenarios that come with the various expansions, but I recently played Heroes of the Arturi Cluster, and frankly, it was among my best experiences with the game.  I felt invested in the pilots, and excited to watch them develop through the campaign.  I'd LOVE to see FFG release some official campaigns in the same vein.  I can;t say I really expect that, but might we expect something with the texture of, say, the Armada Correllian Campaign?   I'm getting pretty bored with with Ye Olde 100 point meta-ruined game, and it feels like it's reached the usual nerf-buff-nerf power-creep cycle that kills these kinds of games for me.    

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4 minutes ago, RedSixStandingBy said:

I personally prefer story-based gaming over simple head-to-head competitive play.  I've played the scenarios that come with the various expansions, but I recently played Heroes of the Arturi Cluster, and frankly, it was among my best experiences with the game.  I felt invested in the pilots, and excited to watch them develop through the campaign.  I'd LOVE to see FFG release some official campaigns in the same vein.  I can;t say I really expect that, but might we expect something with the texture of, say, the Armada Correllian Campaign?   I'm getting pretty bored with with Ye Olde 100 point meta-ruined game, and it feels like it's reached the usual nerf-buff-nerf power-creep cycle that kills these kinds of games for me.    

There was also work on a Villains of the Arturi Cluster but I haven't heard anything more about it in a while. 

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People have also suggested that FFG was looking to how the campaign for Armada does as a possible move of what they can do for X-wing.   Nothing but rumors, but strong rumors.

 

Or...listen to Shuttle Tydirium Podcast.  I hear those guys are all about crazy missions and things.   Didn't they just mention some sort of ground combat system, too?  

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39 minutes ago, heychadwick said:

People have also suggested that FFG was looking to how the campaign for Armada does as a possible move of what they can do for X-wing.   Nothing but rumors, but strong rumors.

 

Or...listen to Shuttle Tydirium Podcast.  I hear those guys are all about crazy missions and things.   Didn't they just mention some sort of ground combat system, too?  

I know the Shuttle Tydirium podcast covered the Aturi Cluster system, and played through the CR90 campaign a while back; do you remember if they talked about other types of campaigns? (I actually don't remember)

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2 hours ago, Timathius said:

There was also work on a Villains of the Arturi Cluster but I haven't heard anything more about it in a while. 

You should join the FB group for it, it's very vibrant and there are a lot of really good spin-off campaigns that keep you occupied for months.

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Taking the tongue out of my cheek*

 

I do have a PvP campaign system that I cooked up a while back, in the wave 9 era.  I don't think it's ready for a full public release yet (It still needs a lot of play testing), but if people are really interested in trying out a PvP campaign in a small group, or want to look at a PvP campaign system for X-wing, you can take a look here:  SQUADRON COMMANDER

 

If you're really interested, I'd be happy to outsource some of the playtesting at this point to enthusiastic X-wingers.  Let me know if you're interested.

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4 hours ago, RedSixStandingBy said:

I personally prefer story-based gaming over simple head-to-head competitive play.  I've played the scenarios that come with the various expansions, but I recently played Heroes of the Arturi Cluster, and frankly, it was among my best experiences with the game.  I felt invested in the pilots, and excited to watch them develop through the campaign.  I'd LOVE to see FFG release some official campaigns in the same vein.  I can;t say I really expect that, but might we expect something with the texture of, say, the Armada Correllian Campaign?   I'm getting pretty bored with with Ye Olde 100 point meta-ruined game, and it feels like it's reached the usual nerf-buff-nerf power-creep cycle that kills these kinds of games for me.    

Campaigns?  You might try their SW RPG.

I with you, but I am about as comfortable waiting for an X-Wing campaign as I am waiting for the 2 am Grand Avenue bus in the blowing sleet and rain.

Failing a campaign, we need more stuff like Jabba. . .cards that are fair to middling in tournament but more powerful with more ships.  As has been wished for before, squad mechanics would lend a hyuge storytelling element without the need for developing specific campaigns.

The sad fact is that non-tournament players get trickle down X-Wing from the high tables.  We get precious little that isn't designed with tournament meta-balancing in mind.  Hence, Wave XI.

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Get creative, watch some Rebels episodes, some old WW2 and Korean war airforce type movies, and you'll be set.

I believe that FFG want to keep many of these games open ended so it allows the players to make the rules.

Once you start jotting ideas down, it doesn't take long for the elements of a campaign or even a few episodic encounters. Also, try adding some spice, if one player is using the same ship, then give them some XP, say for each XP, that's an Elite Pilot point and for each point spent perhaps a roll of an attack die, a Ka-Boom means an increase in Pilot Skill.

Little things like that can add that small amount of spice to the game.

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I would love it if they came out with VERY Huge ships, (Nebulon B, or Arquitens) for X-Wing, and each came with some sort of campaign, based on "Defend the Capital Ship", like you need to escort it to Dantooine, across multiple jumps.    Other team has to only damage it to score points.... 

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52 minutes ago, Crabbok said:

I would love it if they came out with VERY Huge ships, (Nebulon B, or Arquitens) for X-Wing, and each came with some sort of campaign, based on "Defend the Capital Ship", like you need to escort it to Dantooine, across multiple jumps.    Other team has to only damage it to score points.... 

Have you read ?:

 

Edited by ianmiddy

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More restrictions on ship selection and more ways to win would be great. 

I guess the game is slightly specialised in that it's only a 3x3 square and everything is flying around fast, so it's a bit more difficult to create these different styles of play than say, for a tabletop infantry game. 

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3 hours ago, ianmiddy said:

Have you read ?:

 

OK, so this is awesome.  But, to argue for the point of an official FFG campaign, these guys put in a crap-ton of man hours to create a lot of supplemental material to make this happen.

Not all of us are 3D printing geniuses, modeling maniacs, and/or have the free time to do all of this prep work, when what we really want to do is sit down and play the game with the time we do have.

Edited by Darth Meanie

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4 hours ago, TheEldarGuy said:

Get creative, watch some Rebels episodes, some old WW2 and Korean war airforce type movies, and you'll be set.

I believe that FFG want to keep many of these games open ended so it allows the players to make the rules.

Once you start jotting ideas down, it doesn't take long for the elements of a campaign or even a few episodic encounters. Also, try adding some spice, if one player is using the same ship, then give them some XP, say for each XP, that's an Elite Pilot point and for each point spent perhaps a roll of an attack die, a Ka-Boom means an increase in Pilot Skill.

Little things like that can add that small amount of spice to the game.

Yeah, easy-peasy.

I play with my brother once a month.  It would take us probably 2 decades to playtest out a fully fleshed campaign.  And every time we didn't get the design balance right, we would play a mediocre game of X-Wing at best, and a very un-fun landslide at the worst.  Shoot, if we had a campaign out of the box it would probably take us a year to get through it.  But even with that extended timeline, the fun and cool part would be that the game we play tonight is relevant to the game we played last month and would impact the game we play next month.

Which is what is wrong with the sentiment that there are missions in each release.  They are one-shot "adventures," not a connected "campaign."

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7 hours ago, heychadwick said:

People have also suggested that FFG was looking to how the campaign for Armada does as a possible move of what they can do for X-wing.   Nothing but rumors, but strong rumors.

 

Or...listen to Shuttle Tydirium Podcast.  I hear those guys are all about crazy missions and things.   Didn't they just mention some sort of ground combat system, too?  

That's great to hear!  I do like the expansion missions and other stand-alone missions, but one thing I like from HOTAC is the development of the pilots.  It really makes you consider when it's time to get out of Dodge when the fight isn;t going well. I'd like to see some element of that in a campaign expansion. 

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3 hours ago, ayedubbleyoo said:

More restrictions on ship selection and more ways to win would be great. 

I guess the game is slightly specialised in that it's only a 3x3 square and everything is flying around fast, so it's a bit more difficult to create these different styles of play than say, for a tabletop infantry game. 

HA!!  X-wing has the creative depth perception of a cyclops.

It's not difficult to create different styles of play. . .it is being done unofficially all over the place.  What would be nice to see some official design that falls outside the 3x3 box.

And I'm not even sure Huge ships count, because they have always contain cards desirable for tournament play, or fixes for other ships to get them back into tournament play.

Edited by Darth Meanie

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24 minutes ago, Darth Meanie said:

OK, so this is awesome.  But, to argue for the point of an official FFG campaign, these guys put in a crap-ton of man hours to create a lot of supplemental material to make this happen.

Not all of us are 3D printing geniuses, modeling maniacs, and/or have the free time to do all of this prep work, when what we really want to do is sit down and play the game with the time we do have.

This is me.  I get a couple hours a week to play.  I have a job, a family, and am going to grad school.  I do NOT have time for all they did, but I am delighted to see other folks are interested in this play format as well. So much of the conversation here is about the latest meta, and what's winning the 100 pt competitive matches.  

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9 hours ago, RedSixStandingBy said:

I personally prefer story-based gaming over simple head-to-head competitive play.  I've played the scenarios that come with the various expansions, but I recently played Heroes of the Arturi Cluster, and frankly, it was among my best experiences with the game.  I felt invested in the pilots, and excited to watch them develop through the campaign.  I'd LOVE to see FFG release some official campaigns in the same vein.  I can;t say I really expect that, but might we expect something with the texture of, say, the Armada Correllian Campaign?   I'm getting pretty bored with with Ye Olde 100 point meta-ruined game, and it feels like it's reached the usual nerf-buff-nerf power-creep cycle that kills these kinds of games for me.    

I bet ya every time FFG dev sits down , opens up the HOTAC , spends a week wondering how he / she can top it, and inevitably breaks down crying. And then they get mad and start throwing nerfs around to compensate.

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3 hours ago, Darth Meanie said:

Yeah, easy-peasy.

I play with my brother once a month.  It would take us probably 2 decades to playtest out a fully fleshed campaign.  And every time we didn't get the design balance right, we would play a mediocre game of X-Wing at best, and a very un-fun landslide at the worst.  Shoot, if we had a campaign out of the box it would probably take us a year to get through it.  But even with that extended timeline, the fun and cool part would be that the game we play tonight is relevant to the game we played last month and would impact the game we play next month.

Which is what is wrong with the sentiment that there are missions in each release.  They are one-shot "adventures," not a connected "campaign."

This is why we're a community. If you ask, there will half a dozen ideas and you just pick one. Someone is always working on a project. Let the folk do the heavy lifting and you get the reward.

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