A few alternative campaign systems have now been presented on the forum, and all I've read have great improvements to what GW has publicated. However, gampaign issues for some reason doesn't produce that much discussion. I would love to have a Yak alternative New-Munda, with people playtesting different things and cosensus being made over time for the best solutions. This could propably be done avoiding legal issues by only referring to the printed books and not reproducing actual copyright material. However, it's quite a task, and there's also the fixing of the actual new game...
I've playtested a blend of new and old based on Toppsy Krett's original redesign. Mixing the best of the old and the new really is a different experience, and a much better one than the constant headaches GW are presenting. But, of course, redesigning a system comes with a whole new set of headaches. Myself, because I'm targeting new players, I need something that is as close as possible to the new books at same time as it holds on to the best from older versions of the game, and then come up with solutions for the generation gap between the new and the old.
After 10-15 games of playtesting this summer I've found:
- To begin with N18 campaigns takes seven weeks, where of one everyone involved takes a week off work and life in general, drinks tea and plans the last three weeks of the campaign. Sarcastic, as I might sound, this has major impact on game rules. If something is only meant to last a limited amount of games inherent flaws will not be as obvious, or, naturally, as damaging.
- The XP underdog bonus from before must come along with underdog funding of some sort. The richness of stash and equipment is one of N18 strengths
- N18 has a strange bloat in character development where developing gangers end being more costly to Gang Rating than recruited heroes. This is anti logical. However, syncing fighter advances to the cost recruited heroes means that that upgrades fighters get are not in touch with the actual power their upgrades represent. This kind of explains why a Toughness upgrade is very costly, but it leaves a big hole in the locig for hero recruitment cost.
- Everyone is happier with a developing gang!
Here's my version of Retro-Munda:
Deephives