well, i might be running a BFG campaign in the near future, ad i would like some feedback.
the basic idea s we are fighting in a very weak part of the malestrom, meaning warp travel is possible, but could go wrong. (anty better ideas on setting would be graetly appreciated, must still have warpstorms tho,)
basically due to the lack of re-enforcements and the like every fleet uses the pirate rules (pirates are cool!). PLUS due to the fact that this area of space is higly contested, there being a great many riches on some abandoned planets of long lost alien civilisations, many pirate fleets come and go, therefore pirate bases may move 1 sector per campaign turn (basically 1 game = 1 turn)
a fleet may become stranded due to highly unstable warp routes, if a one is rolled when moving from sector to sector, oyu may not traverse the warp route,. you may use the repair points of the planet won in the game, and in the next game turn may try to reach your pirate base.
due to lack of rescources you may only attack sytems connected to the system your pirate base is in.( i quite like this rule, as it will create a need of military intelligence in the game, as opposing players try to find the location of a rival feets base by carefully studying the attacks a fleet has made, and also stragic moving of pirate bases, hmmm, will have to thing carefully about map layout)
remember, you don't have to tell anyone anything, your pirates BE RUTHLESS!
(this would be the thing on the first newsletter about tules and so forth, assume everything in brackets is not being put in)
if you want to know, evry fleet is represented in my area, with any of them will take part is another matter, but they are all represented)