SFB Campaign Designers Handbook

This is a set of suggestions by Bruce Graw on setting up your own campaign games. There are no official new rules, nor are there any ready-to-play games of the sort in the T or U sections of the rulebook. Instead, there is advice and some options for each subject: construction, supply, and combat. The book is 96 pages and includes four new SSD's, a 4-page generic campaign map, plus 22 pages of ``techblocks'' (see below).

There are a large number of ideas here, making this useful if you cannot think of many options for a campaign game. However, most of the sections don't even include complete subsystems -- just general discussion. In designing a campaign, you cannot just pick-and-choose among the options presented, you have to write most of the rules yourself. Many of the sections do not have fully-fleshed out systems which you can use.

For those who have played in previous SFB campaign games or even just thought about it, many of these ideas will be old news and you'll be paying a lot for the tidbits. Having played campaigns years ago, I would have preferred a few well-developed campaigns which were playtested and balanced. These could easily be tailored by mix-and-match or altering rules. However, if you are unfamiliar with operational-level games or lacking ideas, this book has a lot of ideas. I will briefly go through the sections and what they cover.

The Campaign Designer's Handbook is 96 pages and includes 4 new base SSD's (of shipyard docks and a warp gate), plus a 4-page pseudo-historical campaign map similar in rough shape to the one in F&E.

(Out of Print as of October 1999)


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John H. Kim <jhkim@fnal.gov>
Last modified: Thu Oct 21 13:01:30 CDT 1999
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