N18 Eternal Campaign Variant

There's been some similar discussion over in the Sump with regards to lowering the income and restricting rare items. @Galtarr had suggested reducing the Trade roll from 2d6 to 1d6. You could still reach the higher numbers but you'd need a high reputation and Leader/Champion bonuses to do so. I suggested limiting gangs to collecting income from only a single territory per game (along with reducing the Doc roll to 1d6x10 so you don't lose too many to critical injuries). I think the combination of these ideas sounds very good on paper, but I can't decide if they would be too restrictive in practice. I do think it help bring back the lower income feel of the old campaign.
 
And after posting I've just realized the most obvious flaw. Gangs would just collect income from their free settlement and completely ignore income values from most of their other territories. Damn.
 
I thought it would be a way to keep the money advancement more in line with the slower experience advancement, as well as preventing some gangs from getting repeated windfalls while others do not. As I think about it more I don't think it would end up doing what it too.
 
To be honest playing a dominion campaign I don’t think the credits are as excessive as they were in the turf war version.

You could almost just get rid of the free settlement and roll 5 random territories and it would work out ok.
 
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Ok first my d6 on rare trade roll was just that a way of keeping rare items rare. It would have to work alongside either reduced HWL or a mechanism of earning trust (WIP) with house for access to more powerful HWL items.

Haven't played dominion yet but it seems that to keep it perpetual you need some kind of upkeep on territories. InIa similar manner to what people were suggesting on paying on gang members or weaponry, during Turf war.

If there was a mechanism to tie gang size to territories - say it requires 'n' gang members to work a territory to activate its bonus . Suddenly gangers' and juves become more attractive than champs, and credits get fewer as they're spread over more fighters. I'm spitballing here. It would be a soft rather than a hard cap to territories. You could run more but you need the bodies to run them.
 
Similar to the old rule that you need a ganger/fighter not in recovery to work a territory?

It would mean put a soft cap on the use of territories and force s choice between working turf and getting rare trades.

If it was coupled with a gang upkeep rule it would really reduce the amount of income being earnt.
 
Indeed, though it would need to be any ganger/fighter rather than champs. Not sure if I'd go with 2 or 3 per territory.

I really need some experience playing Dominion but I feel some territories might feel really strong. So tactical choices as to what territories you activate sounds cool.

Gang upkeep and single d6 on trade would be things I would add as campaign rules to get that poorer scrapping a living feel if that's the way a group wanted to go.
Reducing trade access only works if HWL power levels are tweaked accordingly.

Not sure how effective any of this would be in actually helping the key focus here of making dominion a permanent rolling campaign.
 
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