THIS IS...where I chatter about how you develop a campaign and you all tell me how much bull**** my method is.
Sometime in early 2009: a concept called Small Victories occurs to me and I write it down.
Sometime in mid-2010: the computer on which the Small Victories concept is stored goes belly-up.
December 16th: reconstruction begins. Coincidentally, so does troubles with the cable caused by someone crashing into the cable box at the top of the hill.
Small Victories is, in essence, two campaigns in one, as it has two viewpoints. (Something I've toyed with as a concept for about three years.) Unlike more ambitious ideas, these are both on the same side, following two different units.
It descends from earlier concepts I had for a post-Capella Shivan incursion, but has a couple of important additions that will probably become apparent as time goes on.
December 27: I post about if for the first time, omg.
December 31st: Post part of a Fiction Viewer bit.
Small Victories is divided into two parts, representing the two viewpoints. The first is the Ross 128 System Defense Force. The second is 9th Fleet. They are currently subtitled, as separate campaigns (which they may not be by the time I get around to release). The work is intended to be more of a history than a conventional story; showing off the tactics, methods, and events rather than driven by characters. (The fiction viewer will probably used a good bit.) As of this point, nothing has been FREDded. As things are FREDded/written I'll add pretty pictures and other drivel.
Small VictoriesRoss 128 SDF: This is the way the world doesn't end.7 missions, subject to change.
Firestorm; First response.
Breakdowns; Because Derelict's "Narly cues the riot" wasn't enough.
Running Ragged: It's not fun trying to hold back the Shivans, you know.
Holding The Door Open; You want reinforcements, they have to be able to get to you.
Beans, Bullets, and Black Oil: Resupply operations.
The Heart of the Problem: The SD
Set.
Riposte: Lose Last Post Station, but win the war.
9th Fleet: Wars are not won by defensive action.7 missions, subject to change.
Boots And Saddles; Arrival in style.
Strike Circuit (3 mission red-alert); Demonstrating the power of subspace mobility.
Chase Action: Always leave your opponent the
appearance of a way out.
Strangelove's Lament: Usually, there's more to victory than holding the field. But not always.
The Bomb: Node Disruptor Weapon #7 does its thing. But not where it was expected to.