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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. 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 over beer and pizza.

They wanted their forces to have objectives to meet and consequences to pay when thing’s 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. This campaign primer is designed to be a starting point to understanding the core of what Aleph Sector is. It’s a living document, and encompasses the feedback, input and ideas of a many great people. Over the years, the architects of the Aleph Sector have experimented with campaign styles, rules, and processes, attempting to improve the system from the trials and successes of the past season. This road has often been tricky, and even today, no perfect equilibrium has been found in the campaign mechanics, and still the story reigns supreme. On the six year anniversary of the Aleph Sector, we’re pleased that the story continues… To facilitate this, players are encouraged to get involved with first person role play, producing fiction and creating fluff for their own forces. Players also have an obligation to report game results and help the GM determine results from a particular series of games.

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.

Different types of player All gamers are not created equal. The following is are a few examples of how different players may interact with the campaign in different ways….
Example 1 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.
Example 2 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.
Example 3 This player is not interested in the campaign at all (fine!) and just wants one off games.
Example 4 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.


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noodle1978
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