This page is a work in progress, more information on our campaign systems will be appearing shortly...
All gamers are not created equal. The following are a few examples of how different players may interact with the campaigns in different ways….
This player would like to be involved in the campaign but would rather play the games then have the GM fit them into the story by inventing the background etc.
This player works closely with the GM and provides new ideas. He defines the overall objectives of a race or races and suggests rules and ways to measure campaign goals as well as playing their own force.
This player is not interested in the campaign at all (fine!) and just plays one off games. (We’ll still count them though!)
This player is actively involved in the campaign, defining his own force’s objectives and background and coming up with a reason for each game. He works with the GM to push their story forward.
Its important to note that the campaign is designed to be open to everyone, and doesn’t require anyone to play anyone else, nor does it matter if players come and go. There are no “fixtures” and no reliance on players to actually turn up! Which is a bonus.
The Aleph Sector lies in the eastern quadrant of Segmentum Obscurus. Its position makes it particularly vulnerable to attack from Chaos, Tau, Tyranid and Eldar forces, though Orks too are a constant nuisance. In addition there is a warp lane direct from the Eye of Terror to the Perseus Deeps which makes Chaos incursions a frequent and unwelcome occurrence.
When we say campaign, we mean story. The very act of playing a game creates a story. Each player’s perspective is different, yet unified by the sci-gothic universe of the game. Warhammer 40K is a game of the imagination. There isn’t a hobbyist on the planet that does not visualize the battle in narrative terms. Everyone has model sized heroes, moments of glory and instances of high drama that are best chronicled in the imagination.
For many hobbyists, the end of the one-off game ends the story, but for us, that’s not good enough. We want more. In a campaign the table-top saga continues in the imagination. Many yearn for their games to actually mean something, and contribute to a developing chronicle. That’s where the narrative campaign concept comes into play.
The Aleph Sector is a narrative campaign. The continuing story line is what drives it and each and every individual character’s contribution. Aleph Sector was started in 2001 by a handful of friends who wanted their games to mean something more than just shoot-em-up matches. They wanted their forces to have objectives to meet and consequences to pay when things didn’t go quite according to plan. They wanted interactions between characters to go beyond just table-top trash talk. They wanted an element of diplomacy to be a part of the story and count towards the outcome of a campaign. The idea behind the Aleph Sector is to collectively tell a story through gaming and help make games have more of a lasting impression. Within the Aleph Sector, we’re all the script writers and actors. The GM (Game Master aka referee aka Duncan) acts as the director.
To do this, a player needs to establish his characters and forces, give them a context as to why they are in the Aleph Sector in the first place, and get assigned his first set of objectives.
The following game systems are used in the Aleph Sector campaign:
Information on the Warhammer campaign will appear here shortly...