RichBlake
19-03-2009, 07:04
Hey everyone,
I'm probably going to be starting an Inquisitor campaign at my local gaming club and just thought I'd ask for some advice.
The campaign is based upon the Last Chancer novels, which for anyone who hasn't (but should have!) read them the basis is this:
Colonel Schaeffer works for the Inquisition (Ordos Xenos I believe) and what happens is when there is an emergency, some sort of suicidal mission that seems impossible, Schaeffer will draw up a regiment of like 4000 penal troopers, some of which he personally chooses, and march them into suicidal scenarios until there is only a handful left, who will then finally carry out their final mission.
I plan on doing 5 missions, the first 4 of which are 40K scale, simply because I intend on throwing lots of enemies at my players, who will also be accompanied by various generic last chancers (I do not plan on rolling properly for all these, I'll be simplifying the rolls for "background" fighting). The final mission will be Inquisitor scale.
Players chosen their character by picking a crime at the start of the campaign, they are then handed a sheet with their character's stats and equipment on and will be expected to play in character.
By the end of the game I expect the warband to be successful, but dead. Schaeffer and Kage wont have a problem here as they are not only GM controlled but they are totally awesome (and arguably, insane). I've promised if anyone manages to survive the last mission, then I'll personally make them an official pardon to absolve them of their sins.
In all it's meant to be fun, and challenging for the players. However it will be my first time GMing.
So, any tips for GMing and also any ideas for the first 4 missions?
They don't have to be complicated, and they cannot be impossible, but hard is good. For the last mission I'm thinking the survivors should take on some Necrons, I'm thinking a Wraith, a Scarab and 20 Warriors, while blowing up a warp gate that will be bringing more Necron forces.
For the first 4 missions though even something like "They are in trenches, being assaulted by wave upon wave of tyranids" is fine, but remember it has to be interesting too. Also it cannot be all "sneaky" or behind the scenes, it will be like a group of 50 Last Chancers, so they've been whittled down but not quite enough to reach the stage where they take on their final covert mission. Also the first four missions do not, and should not, be connected. As far as the players are concerned they shouldn't be asking questions. The first 4 missions could even be things orchestrated by Schaeffer himself, for example in the first novel "13th Legion" Schaeffer deliberatley crashes the shuttle they are all in in order to test them all.
Oh and the missions don't necessarily have to be about the major races of 40K, they could be simply trying to survive on a Death World for example.
Also if anyone has any questions out of curiosity i don't mind answering them :)
I'm probably going to be starting an Inquisitor campaign at my local gaming club and just thought I'd ask for some advice.
The campaign is based upon the Last Chancer novels, which for anyone who hasn't (but should have!) read them the basis is this:
Colonel Schaeffer works for the Inquisition (Ordos Xenos I believe) and what happens is when there is an emergency, some sort of suicidal mission that seems impossible, Schaeffer will draw up a regiment of like 4000 penal troopers, some of which he personally chooses, and march them into suicidal scenarios until there is only a handful left, who will then finally carry out their final mission.
I plan on doing 5 missions, the first 4 of which are 40K scale, simply because I intend on throwing lots of enemies at my players, who will also be accompanied by various generic last chancers (I do not plan on rolling properly for all these, I'll be simplifying the rolls for "background" fighting). The final mission will be Inquisitor scale.
Players chosen their character by picking a crime at the start of the campaign, they are then handed a sheet with their character's stats and equipment on and will be expected to play in character.
By the end of the game I expect the warband to be successful, but dead. Schaeffer and Kage wont have a problem here as they are not only GM controlled but they are totally awesome (and arguably, insane). I've promised if anyone manages to survive the last mission, then I'll personally make them an official pardon to absolve them of their sins.
In all it's meant to be fun, and challenging for the players. However it will be my first time GMing.
So, any tips for GMing and also any ideas for the first 4 missions?
They don't have to be complicated, and they cannot be impossible, but hard is good. For the last mission I'm thinking the survivors should take on some Necrons, I'm thinking a Wraith, a Scarab and 20 Warriors, while blowing up a warp gate that will be bringing more Necron forces.
For the first 4 missions though even something like "They are in trenches, being assaulted by wave upon wave of tyranids" is fine, but remember it has to be interesting too. Also it cannot be all "sneaky" or behind the scenes, it will be like a group of 50 Last Chancers, so they've been whittled down but not quite enough to reach the stage where they take on their final covert mission. Also the first four missions do not, and should not, be connected. As far as the players are concerned they shouldn't be asking questions. The first 4 missions could even be things orchestrated by Schaeffer himself, for example in the first novel "13th Legion" Schaeffer deliberatley crashes the shuttle they are all in in order to test them all.
Oh and the missions don't necessarily have to be about the major races of 40K, they could be simply trying to survive on a Death World for example.
Also if anyone has any questions out of curiosity i don't mind answering them :)