CampaignWD 488 · pp. 8–11
Leila Craven draws on organising a campaign for more than three hundred players to explain long-distance shared storytelling. Teams, capped submissions and manageable rounds let games, painting, fiction and art contribute without an early runaway winner. A common setting and broad motives create coherence, while narrative updates acknowledge army actions without taking control of other players’ characters. Plot-hook tables offer starting conflicts for either setting.
Age of SigmarWarhammer 40,000
CampaignWD 488 · pp. 86–89
Jimbo Warth uses his Realms at War event experience to describe narrative play as shared army storytelling. Themed collections, roster progression and interactive terrain support that aim, but a conversation about expectations and power level matters just as much. He encourages naming a general, considering leadership succession and using agreed custom rules where they strengthen the story and both co-players’ enjoyment.
Age of Sigmar
CampaignWD 488 · pp. 104–108
A two-player campaign follows the Bloodgullet advance through three locations before a possible final stand at Heinstorm’s Pass. The Khainite defender secretly assigns forces of different sizes, while the ogor attacker chooses which territory and reward to contest. Region rules intensify charging and make terrain dangerous, with successive victories granting thematic bonuses and optional Path to Glory renown and artefacts.
Age of SigmarOgor Mawtribes