Star Wars Miniatures
Campaign Ideas

If you are lucky enough to have a larger group of players, the idea of running a campaign eventually will arise.

Many miniatures campaigns share a common fate. Often a moderator puts a lot of work into creating a campaign setting with maps, carefully balanced starting forces for all the players, and complex rules for determining resources and reinforcements based on victories and losses, then organizes all the players into a schedule of games to be played. Soon after starting the games some players will drop out due to scheduling problems and new players will want to join late. More players drop out as they lose a few games and are told they can't get the reinforcements they need to remain competitive. Eventually the whole thing implodes.

A better idea is to create a loosely organized campaign setting that provides a background story to explain the battles. It is more important to have a sense of who the different factions are and why they are fighting than it is to have detailed maps. A moderator can help players create stories about their battles, and the wins and losses can influence the progression of the stories without necessarily putting limits on the games played in the future. This kind of setting can encourage creativity in staging battles instead of trying to force players to play specific battles they might not want to play. Players dropping in and out will not cause a crisis, and no one will be forced out because they lost control of territory and resources. And favorite characters can always be brought back to life next week, with a full complement of troops to lead.

One way to combine a formal campaign structure with unstructured game playing is for the moderator to say that all of the battles played in a particular week will decide the fate of one city or planet. (Games Workshop sometimes does this with its games on a world-wide basis, staging promotional 'campaigns' announced in White Dwarf magazine.) The players can play any sized battles they want using any troops on any terrain, as long as one side is identified as pro-Rebel and one side as pro-Imperial. The total number of games won for each side will determine which side wins the greater strategic campaign objective.

Depending on the scale of the campaign setting players could be the leaders of different systems, planets, continents, or cities. Troops can be selected to represent the forces of the different home bases, so Rebel players could have fleet trooper uniforms with different color schemes, Hoth-style uniforms, Endor-style gear, or other colors of camo as appropriate for different areas.

My favorite idea is to have players take on the roles of ship captains, each commanding a force representing the crew and passengers of a particular ship. Have each one pick a ship type, name the ship and its captain, and flesh out the main officers as heroes. Battles could take place anywhere the characters or crew would be likely to go, especially in spaceports and on ship decks during boarding actions.

Some specific ideas for themes include:

These identities will turn into unit histories after a few battles, and will naturally lead to new scenario ideas all the time. This gives the games the feel of a campaign with ongoing stories without ever bogging down in a formal campaign structure. Players would still be free to try out different units as their ships took on passengers or hired new crew.

Back to my Star Wars Miniatures Scenarios page.

Last updated 4-14-99.