Presents...
THE MAKING OF THE PORRIDGE WARS!



Or How to Have More Fun than
Your Wargaming Buddies...
 
Anyone who has met us world-famous game designers here at Flagship Games knows that we love to wargame.  There is something about pushing little figures around the tabletop that gives us that warm, fuzzy feeling that is such a concern to our wives and girlfriends.  Part of the fun for us is doing things up in a big way, and no one is better at that than our very own Thomas Foss.

The Porridge Wars are Thomas' creation, one which he began years ago and which still raises it's stunty little head from time to time even now.  Thomas utilized both our own Pirates! rules, and the Warhammer Fantasy Battle 3rd edition rules.  For those of you not old enough to remember, the 3rd edition rules were the last time they did not come in a boxed set.  WHFB rules were used to determine the outcome of any land battles, and, of course, our Pirates! rules for the naval aspect of the campaign.

The Porridge Wars campaign was run using a narrative style of play.  A campaign map was provided, but there were no hard and fast rules for moving about the surface of the campaign world; it was there primarily to give the players a visual impression of the world in which they were campaigning.  Instead, at the outset of each battle, the players would be given their forces, and the possible consequences of winning or losing each scenario.   The battle would then be fought with either the Pirates! or WHFB rules as appropriate.  Between battles, Thomas would decide what effect the outcome of the battle would have on the campaign world.

For example, let us say the Dwarves on the Hot Porridge side conducted a coastal raid on the Cold Porridge Dwarves.  The Hot Porridge Dwarves manage to take the small village and secure the outlying granary, but take heavy casualties in the process.  The next game finds the Hot Porridge Dwarves frantically trying to get reinforcements to their new possession in order to hold it, while the Cold Porridge Dwarves attempt to stop them from getting there by intercepting them with a few ships of their own!  If the Hot Porridge Dwarves manage to get their reinforcements through, then they will benefit from either increased morale, or perhaps a few additional troops in the next game, thanks to their new food stores.

Like any good campaign, the Porridge Wars were all encompassing in a fantasy sense.  In other words, it was not limited to squabbling Dwarves!  Eventually, as the Dwarves could not longer sustain the conflict by themselves without facing extinction, they began to recruit outside help, in the form of humans, Elves, Orks, and other fantasy races.  Before long, the entire world was embroiled in the battle to determine which breakfast cereal was best!  The advantage of this is that no-one was excluded, and it also added a lot of color and excitement to the battles, as each newly entered race had secret goals of their own (c'mon - what do Orks care about porridge - they just want to kill Dwarves!).

STARTING A NARRATIVE STYLE CAMPAIGN
The benefits of a narrative style campaign are many.  First, they don't require you to come up with cumbersome and often unrealistic map movement rules.  Second, the only one who has to do any planning is the Campaign Master (CM), and all he has to do is come up with a story line between games, and decide what the outcome of each game will do to the campaign overall.  In fact, the CM can even play in the campaign himself, enjoying directly the fruits of his or her labor.  Now that's something you just can't do with most campaign systems!

As the name suggests, the most important element of the narrative campaign is the story line.  Think of it as writing a story in which the players are acting out the various roles.  Each battle is a chapter or the story, and it's outcome will help determine the beginning parameters of the next chapter.  Below is an example of what we mean:

There are other elements you can add to a narrative (or any style) campaign to help get the players more involved.  One of the simplest methods is to give each player that represents him or her (or their Dwarfy or Orky version of them, anyway).  Each character will have two goals:  1) survive, and 2) gain experience and become tougher.  You will need to come up with your own character rules, depending on what miniature rule system you are using to fight your battles.

This should give you some ideas starting your own narrative campaigns.  Keep your eyes on this site as we provide rules for some of our own narrative style campaigns, which you will be free to use to further your plans for world domination!

Back to the Porridge Wars page.


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Warhammer Fantasy Battle is copyright Games Workshop, Ltd.
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