Am currently browsing through the "Pacific Cyclone" campaign guide on Spartan Games' blog. Which leads me to the question: what, exactly is a campaign guide? What void is it supposed to fill in the structure of a gaming system?
I consider myself to still be relatively new to the tabletop wargaming hobby, and there are still things I don't really understand--the campaign guide being one of them. Are they supposed to be fluff? Do the add new rules to the game?
Good day Landlubber!
For me seeing all the fluff is nice, but I tend to scan through it and check out the scenarios at the end. Those are what seem to be the key for me...as it has to do with actually PLAYING the game. Gives more structure and depth to the entire game. Versus just showing up and trying to knock out as many opponents models as possible.
We are in the midst of a small campaign based off the one posted to this site. So far i have to say its been the best part of DW. The tactics to complete each mission are pretty fun and keeps things fluid. Not to mention it has made ppl reserve a bit of time each weekend for the last month to come out and play at least a game or two.
Back to the new DW "Pacific Cyclone" campaign, we have been using our exp with the current campaign to kind of brainstorm possible missions for the next campaign. This is where the fluff comes into to play, as we can read that and come up with some "Ya know what if..." missions. Then adding in elements of the new rules (time of day, etc). Which kind of ties the whole thing in together. There has actually been a good bit of excitement in our little crew about this new campaign. With folks going all in on dedicating time to play, and some impressive new "base" terrain. Then again we are also relatively new and enamored with the game right now.
Dunno if that answers your question, but that's just what we have been using the guides for.