Has anybody here played with an ongoing campaign involving a group of players as one faction, with an eye towards logistically supporting themselves and managing resources?
Any tips to offer? Anything I should be sure to cover?
Right now, I'm working on setting up a game in a play by post format on another message board community I frequent. I'll be introducing the game to most of the players, and I've recruited two friends who have prior experience to help me run the "opposition" for missions. The notion is, I want to get 3-5 players to create lead/wingman PC pairs that will advance, improve, and upgrade over the course of several missions, and I and my two cohorts will run pilots that don't carry over from one mission to the next as the PCs choose different targets to raid, plunder, and whatnot.
I'll be tracking resource useage like repair costs, ammunition, and plane upgrades, as well as some devoted towards maintaining a base of operations, using Behind the Crimson Veil as a baseline. I hope to, over the course of several missions, offer opportunities for players to do things such as steal supplies, hijack a plane shipment or two, and perhaps cap the campaign with a chance to steal a zeppelin. Right now, I'm going through the books and creating lists of thematically appropriate planes to be readily available for purchase as their starting rides, as well as to be able to create thematic opponents based on the region (e.g., not having Peacemakers flying in the Empire State militia).
If things go well, and I figure out a good way to do it, I'd like the results of some of the missions to carry over into opportunities for subsequent ones; Yahzuk's Hellhounds of Mexico campaign structure really inspired me in this regard. I think one of the keys will be to pick good, exciting, and varied victory conditions for my players; an example that I'd like to use in an early mission is to let my players stage a train robbery from the air using harpoon rockets. The train would be moving, so the target's hex will move across the board steadily, and if the train has an escort flight, or a flight patrolling nearby (perhaps arriving on turn 3 or 4 or something), it could be exciting trying to line up a run on the train in the middle of a dogfight. Such a scenario also appeals to me in this context because it provides a clear "loss" condition for my players that *doesn't* necessarily end up with a bunch of dead pilots, since they're supposed to be carrying these over and growing fond of them.
So what other kinds of things should I consider?