Friday, September 5, 2025

My Low Maintenance, Laid-back Fantasy Campaign

As mentioned in my previous post, I've begun a fantasy campaign. 

Background

My main objectives are to provide some stakes for my fantasy battles, to witness the rise and fall of empires or at least the conquering and retaking of lands, and to amuse myself assembling a history of a fictional continent over an extended period of time in the real world - here I am clearly inspired by Tony Bath's Hyboria campaign, but also by Gygax's World of Greyhawk.

Having no preferred fantasy setting, I opted to create my own "continent" and countries/realms therein. In the end, I suspect it's not terribly unlike Warhammer Fantasy, based on what I've seen of one of my son's video games.

It is, as of now, a four-sided campaign, to make use of my four largest fantasy collections (that is to say, I can field at least seven two-figure units - six units + a general's unit): 

  • Thuum'ha - Lizard folk/snake folk/gator folk/etc.
  • Waaaghland - Orcs and goblins.
  • Qamar - Humans/elves/dwarves/halflings/etc.
  • Mors Umbra - Undead.

The Map 

I'm not interested in map movement, but I do like making maps, so I made one.

My map is a variation on a six-sided campaign map that I came across in a back issue of Lone Warrior

Made in Google Draw, I hadn't intended to either grid it or color it in when I created it, hence the wonky coloring. 

The land has gone through several name changes during my planning process. For quite a long time in my notes, I was calling it Arnax, after Dave Arneson and Gary Gygax. However, I have decided finally upon Lemuria - in my case, the name is inspired by Lin Carter's work, but your mileage may vary.

The Campaign Year

  • The campaign year is divided into four seasons (convenient, no?)
  • Each season, I'll roll dice to determine who the invader is and who the defender is and then determine the area being fought over 
    • It must be the area closest to the attacker's lands.
    • In the event of multiple such areas, they will be diced between.
  •  I have yet to decide if there will be seasons where no one invades.

The Campaign Season 

  • Three battles will be fought between the armies in a campaign season
  • The first is worth 1 point, the second is worth 2 points, and the third is worth 3 points (I saw that somewhere else and borrowed it). 
  • In the event of a points tie after three battles, a fourth battle will be fought worth 1 point. 
  • After the last battle, if the attacker's total is higher, the area is added to their country, if the attacker loses, nothing changes on the map.
  • Rules for the battles will be my One Hour Wargames Fantasy Mods.  

For now, battles will be One Hour Wargames scenarios, determined by dice as well, though I may choose one that suits my idea of the area being fought over. I'm also free to choose from other scenarios I have or invent a new one. 

Small encounters between warbands of individually based figures may be fought for additional narrative color. These may take place between battles in a season or between seasons. Regardless, they won't change the map, only add to the history.

Logistics 

I know some people really like managing supply lines, communications, troop movement, etc.

I want to like it, but I don't.

So, there is no concern about or tracking of attrition, supply, or anything else. 

For now, that's all just narrative fluff to be added as I feel like it. Maybe later, I'll create some additional campaign rules - although, even then, they aren't likely to be more than creating a table of events that relate to these areas that I can roll dice for.

***

That's it. That's the whole of the campaign rules. Very light - just to provide a structure on which to hang my games.

Thursday, September 4, 2025

August in Review

August saw not one, but two Basic Fantasy RPG sessions. 

When the Purple Worm Graveyard ended, we didn't have time for doling out XP or for the party to pick a new adventure.  So, our next session was going to be admin and then I prepared and ran a short, Five Room Dungeon format adventure to fill the remainder.

To my surprise, it ended up spilling over into a second session. 

It was supposed to be a simple rescue mission: find and return some missing teens from the old witches cottage. But, it went south pretty fast. The party was nearly TPK'd by animated furniture in the living room of the cottage, and that was supposed to be a relatively easy encounter.

Later, after they had dealt with the "big bad", they triggered a trap that basically had a big neon warning sign pointing to it. 

I felt badly about the furniture - they were short a party member and I forgot to adjust the size of the encounter. I felt no remorse about the trap as I telegraphed it repeatedly and the party was well aware that it was a trap even in their meta-discussion, but they just couldn't help themselves. 

I decorate my son's lunch napkins - he's in HS but he hasn't told me to stop. Anyway, this is my rendition of the party after they took out the two old women living in the cottage.

Several party members reached second level after we tallied XP. They also picked out the next location they want to visit (on my pen and paper GUI). 

In miniatures updates, alas, no paint was applied to plastic or metal.

However, I did kick off what I intended to be an ongoing, low maintenance, fantasy wargame campaign. The rules I'm using are my OHW modifications, though I may fight some small skirmishes with Age of Fantasy: Skirmish or even Sword Weirdos

I'll post on the campaign in a subsequent post or two.