This is an attempt to carry on a solo campaing.
It is just a narrative, gaiming, warmaster, photography, modelling, english grammar, and painting temptative to keep my motiviation up and also an oportunity to share with you experience of the hobby and received some feedback or whatever... who knows what can happen.
I made some rules that are living and ... because I am umpire, player 1 and player 2 they could be modified as long there is a consensus between players and umpire

Let's see how far I could get without loosgin motivation or abandon this project

The record sheet is about a place, a general, their heros and characters and the history of their followers, and is something like this:
OverviewPlace: Fort of Konevopol
Year: 2014
Season:Goals:_______________________________________________
Site statsRELIGION

RECRUITMENT

EXPLRATION AND QUEST

SETTELMENT AND LAW

WAR AND RAIDS

TRADE

_______________________________________________
Registers- Places of interest
- Relationships
- Settelment
- Battles
- Trade
- Chronology
- Map
Brief sum up of rules.- Each turn consist in one season. The year have 5 season
(Negative modfiers makes easy buy a dot, while positive modifiers make expensive to buy a dot)
Spring: -1 trade; +1 war and raids
Summer: -1 war and raids; +1 recruitment
Autumm: -1 recruitment;
Winter: -1 settlement and law +1 war and raids, +1 trade; +1 Exploration and quest;
Sacred time: -1 Religion; +3 to all the rest
- Each character you have gives 1 action-point (AC) that could be spend in a turn. AP are determined in a randomize way. Roll a dice for the number of characters +1 sides. Result of 1 is always 0 AP.
So if you have 2 characters throw 1D3, 1- means no action-points; 2- means 1 action-point; 3- means 2 acion points.
Other example 5 characters means 1d6, which 1 is no action-points,; 2 means 1 action-point and so on.
- With the action points in a turn you could spend/allocate them in religion, recruitment, exploration n quest, law and settlement, war and raids, commerce.
You need 2 action points to trigger each event. But there is modifiers to the number of action points needed to triger an event (see above).
So in sacred time you could trigger a religous act with 1 action point but need 5 to go to war
In Summer is easy going to war 1 action point but is difficult to recruitmen new units 3 action points.
- When the action point is spend an event is triggered. In my solo campaing it means the character should pass a test of leadership wizards 7, heros 8 and general 9 for humans. If pass throw a dice in a chart. If not pass throw a dice in a chart. And then see what happens, play a game, build a diorame, paint a unit, make some scenery, make a narrative section, play a skirmish, whatever....
- When 5 dots of a stat is full, automatically gain 5 more dots (6-10), but then it is needed 3 action points for each new dot (in order to activate a trigger).
- The campaing is divided in segments of phases. Each phase has goals that need to be complete to go to the next phase.
In example the first phase goals are:
Build a shrine (earn religous 1 dot)
Explore your new enviroment (earn exploration and quest 3 dots)
- When there is inactivity in two consecutives seasons because you can not have enough AP to spend in a dot then an event happens. This move on the campaign. An event does not mean necessarely a bad success, could be positive. Roll in an event chart.
That is the idea, some rules need to be develped others will be changed... but this is an starting point.
any comment or feedback is welcome, as always