By now you've
probably looked at the small set of warzones we've set up for our glorious
plastic legions to wage war across.
The first assumption you should make before reading all this nonsense
below is that I am writing with the assumption that you are building warzones
for story driven campaigns (like the Eldritch System.) That being said, I believe one of the
most important functions of warzone to a campaign lies in creating a structure
and character to your campaign. Is
your campaign being waged across a single planet, grinding the same dust into
smaller and smaller dust (like the Armageddon campaigns) or a sector wide
bloodbath where innumerable souls are lost to the Emperor and scores of planets
burn? Deciding how many and how
large your warzones are will have a huge impact on the character of your
campaign.
Having one or
two warzones can make your players feel like their armies are constantly in the
thick of the action. By the same
token, a huge campaign waged across a dozen worlds in a dozen warzones can give
the impression of true scale and progress to the story. A good way to balance your warzones
would to assess how they tie up with your narrative. Is your narrative primarily individual or character driven,
following the exploits of one general or champion? If so, it may be more satisfying to focus on one or two
warzones, as the individual’s achievements will feel more monumental and have
greater impact in a single zone rather than stretched across a whole
sector. For example, we have Vitsika’s
Inquisitor Helena. Her story is
primarily focused on studying the Hive Fleet in the Eldritch system, so her
focus has been drawn to Eldritch V, which is a madhouse of Tyranid terribleness. It would seem jarring if in one
conflict she is fighting against the Tyranids on Eldritch trying to secure
research subjects, but then her next plot point be on Draken fighting Chaos for “the
glory of the Emprah” and beyond! Her story is necessarily tied up with the triumphs and failures against the Tyranids.
By keeping the
range of warzones relatively small, her story is able to grow; her successes
and failures seem larger, which can then be extrapolated up to the campaign
wide level. There are some
pitfalls to avoid; you don’t want players to feel trapped or bored with the
warzone. That is where Vitsika’s
tips on creating a great Warzone come in.
A diverse warzone could feasibly sustain a healthy storyline, and be
flexible enough to involve other factions who make incursions against one
character or another.
But wait, what
if you want your campaign to be a shining example of a galaxy wide bloodbath,
which is of course the heart and soul of 40k? Your narrative may yet be character driven, but their goals
and ambitions span the stars, and the galaxy will obviously weep at the terror
you’ve unleashed upon it. Good
news! You can juggle dozens of
warzones and planets and maintain a cohesive, enveloping story by adjusting the
tone and tempo of your narrative. Warzones
for a grand campaign serve a different purpose; they do not provide as much
structure to the overall narrative but act as a foreground for whatever grander
tale you are planning to tell.
Luckily, we have examples from Games Workshop/Forgeworld that illustrate
the difference perfectly.
The
Fall of Orpheus (Imperial Armor 12)
And the Wars for Armageddon
The difference
between these two campaigns is both a matter of scale and storytelling. Armageddon focuses pivotal points
around the heroics of powerful individuals, Commissar Yarrick, Chaplian
Grimaldus, and Ghazghkull Thraka.
The Fall of Orpheus focuses on The Minotaurs Chapter, the Death Korps of
Krieg, and the Maynarkh Dynasty.
The difference comes into view if I were to try and put all the players
in the Fall of Orpheus into one warzone like Armageddon, the setting would seem
busy. Worse, the stories that involve each player of your campaign might be
muddied, perhaps making those players feel that their stories are getting
passed over. You could see the same
thing occur if you attempted to plant Commissar Yarrick and his foes across a
sector wide combat. A grand hero's efforts seem hollow when he crushes nameless enemies, especially when the big baddy is fighting 3 planets over but is too busy to see him right now. It is important to note that your story should exist for the benefit of your players, its no fun to be restricted to one warzone if your players are more interested in fighting across many. The goal of this post is to give you the tools to try and tease out the differences between a large and small scale campaign event, and how to best tell the stories that come with those events.
"My Holy Passage?! EMPRAH PLEESE NO"
Hopefully this
post hasn’t been to abstract or full of shit. Coming up next, a timeline of the Eldritch Campaign, and
where the state of the story is now!
-Nemesor Iszaek
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