Standard Bearer: Campaigns for Your Gaming Group
February 2011·pp. 74–75
THE SHORT VERSION
Jervis Johnson argues that a successful campaign is designed around the needs, schedules and interests of its particular players. One organiser should make decisions while listening to the group, adapting ideas from published systems rather than assuming one format fits everyone. His studio example combines a strongly realised map and characters with armies that grow as they are painted, showing how campaign design can serve both narrative play and collecting projects.
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Find this article in White Dwarf 374, pp. 74–75.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.