Greetings,
The Relics setting is a really interesting set
of ideas that I find challenging and unique.
Things I like about
the RotC setting:
--
the Paths. We started with 2 warbands following
the One, 1 warband following Sigmar and 2 Merchants.
--
the Exploration chart. Even though its just
the Empire in Flames modified,
the work is well done.
--
the Relics. Very nice list
of artifacts, they make you want to start finding them.
--
the Locations. I like
the idea sets
of locations for battles within
the campaign setting. I have tried similar things with my own campaigns but I really like
the variety
of 6 possible tables to roll on.
The special rules and encounters for each makes our games very interesting.
--Time
of day. Basically just Night and Day, but we have a lot
of fun with
the opportunity.
Things I changed before I began
the campaign.
--
the scenario tables. I did not like
the mix
of multi-player and Empire in Flames scenarios. I really did not like
the Stagecoach Ambush scenario in an Arabian desert setting. Yes in
the Legends
of the Old West, no here. So I imported some Khemri scenarios, some Nemesis Crown, some Mordheim Town Cryer scenarios and since
the Animosity 3 campaign was having a scenario writing contest, I wrote some.
--
the sand spider. Just didn't get it. Went with
the Giant Scorpion.
Things I came to really dislike quickly.
--Income.
How could a warband grow in an environment that a) demands a high
output
of money for goals that have limited impact on
the games being played. And--
b) restricts income by denying it for approximately half
of the games
played, i.e. you generate no income for games played in town
locations. (Did we interpret this wrongly?) This restriction can be lessened by gaining possessions through buying expensive and rare real estate, but
the setting also--
c) restricts spending for approximately half
of the games played, i.e.
you may not hire warriors or buy or replace equipment when you fight
in
the desert (
the only place where you can earn money). This
restriction can be lessened by buying expensive rare equipment and by
events, but...
--obstructive special rules limit a warband's ability to survive long enough to take advantage
of equipment or events.
Hot & Sandstorm come to mind.
I like rules which limit player options or change normal options like night rules, fog, boats or mounted warriors. But even I like to be able to compete for all
the games I play. If half
of my warband misses a game because
of heat and
the other half only move half
of the time let alone shoot, hide or search for things I can not compete. Even if my opponent is similarly hobbled, this is not fun when it happens every game.
I have written scenarios that feature rules like this. I think they
are fun as a one off or rare change
of pace, because I genuinely do
like a bit
of chaos now and then. I do not like
the direction
the rules as written take
the Relics campaign. I played 4 games and
in 3
of them I lost 25 to 50%
of my warband to
the setting. I lost my leader to weather twice (he wandered off
the table due to heat mirages.)
I usually like to give rules a fair play test. I think four
reasonalbly crappy games is a fair test. I do not like
the authors'
plan for simulating
the environment.
The weather rules gut warbands
and
the setting offers no way to allieviate
the damage except by hanging
on for every game.
I don't understand
the logic
of requireing high income to succeed in
the setting and then limiting opportunities for aquiring income by one
half through scenario selection and then reducing opportunity further through
the environment. Too realistic for me.
So what did we do?
--For weather we roll on
the Khemri chart. We still have games that are affected by adverse environmental conditions but they are balanced by games that aren't.
--For income we used
the trading chart from
the Khemri campaign as well, with
the following changes: If
the game took place in a city, you do not roll on
the chart to find out where you can trade. You trade in
the city, but you only roll half
of the dice you would be allowed for heroes.
If
the game takes place in a desert location you roll for income as normal but you also roll to see where you can trade.
With these changes we have had a great 10 weeks
of mayhem.
If I (and
the other members
of my group) missed
the explanations
of the rules that would have lessened our difficulties, I would be glad to be enlightened.
Overall I really like
the setting, but I found specifics frustrating.
js