An explanation of the fundamental flaw of all modern Necromunda campaigns (and why they suck).
DISCLAIMER: This is a controversial topic and the point of view presented here will be negative.
It seems like many people aren't aware that all campaigns are designed to let the winner take everything and loser to lose everything. Similar to how single-player strategy games on pc works. Except this is multi-player with friends. This isn't a result of unlucky rolls or unlikely results of a battle. To the contrary, this is designed to be the most likely outcome of any campaign.
First off, a clarification on statistics. The examples shown here will be the most likely outcome. Not necessarily the actual or only outcome. It is possible for a winning successful gang to suddenly have all their fighters die. That is however unlikely. This discsussion is about what is most likely, so will not take into consideration unlikely events (just note that they are acknowledge and do exist).
Second off, this discussion will make comparisons to the most relevant games to Necromunda. This should unarguably be stuff like:
All these games have similar contents:
For simplification, these examples will start with 2 identical gangs played by 2 "identical" players over a campaign. All income will grant equal amount of money.
Only 2 players will be considered, in real life it will often be more players. If you want, you can consider each player a group of players, but it won't affect the outcome.
Each player will start out with identical gangs, all gangs have a "rating", meaning the total power of the gang, how injured they are, how much money they got, what expensive skills and gear they obtain, how much XP and levelups they got.
DISCLAIMER: This is a controversial topic and the point of view presented here will be negative.
It seems like many people aren't aware that all campaigns are designed to let the winner take everything and loser to lose everything. Similar to how single-player strategy games on pc works. Except this is multi-player with friends. This isn't a result of unlucky rolls or unlikely results of a battle. To the contrary, this is designed to be the most likely outcome of any campaign.
First off, a clarification on statistics. The examples shown here will be the most likely outcome. Not necessarily the actual or only outcome. It is possible for a winning successful gang to suddenly have all their fighters die. That is however unlikely. This discsussion is about what is most likely, so will not take into consideration unlikely events (just note that they are acknowledge and do exist).
Second off, this discussion will make comparisons to the most relevant games to Necromunda. This should unarguably be stuff like:
- Blood Bowl.
- NCE.
- Mordheim.
- GorkaMorka.
All these games have similar contents:
- factions (gangs/teams/warbands)
- campaigns (campaign/league)
- development over the course of a campaign:
- suffer setbacks (injuries/deaths)
- gain income (gold/credits/money) from resources (territory/racket/structure) and objectives (loot/touchdowns)
- experience (XP/SPP)
- earn various bonuses
For simplification, these examples will start with 2 identical gangs played by 2 "identical" players over a campaign. All income will grant equal amount of money.
Only 2 players will be considered, in real life it will often be more players. If you want, you can consider each player a group of players, but it won't affect the outcome.
Each player will start out with identical gangs, all gangs have a "rating", meaning the total power of the gang, how injured they are, how much money they got, what expensive skills and gear they obtain, how much XP and levelups they got.
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