View Full Version : Your own campaign ideas?

26-01-2007, 23:06
Now, seeing as how everyone seems to have an idea of what would be 'really cool', the question begs to be asked - do you think everyone else would find it cool? I am in the process of doing a campaign based around the Ordos Sepultrum and a cult known as the Mannequar. I'll be sharing the full idea with you soon.

In the meantime, does anyone want to share their campaign idea's?

29-01-2007, 12:25
My campaign ideas tend to find their way into whichever grandiose project I am currently working on.

Let's see, there was

Inquisitor: Secrets & Lies (http://www.sacemoth.net/inqfiles/secretsandlies.pdf)

Inquisitor: Architecture of Hate - Part One (http://www.specialist-games.com/assets/FO71InqHate1.pdf) - Part Two (http://www.specialist-games.com/assets/FO72InqHate2.pdf) - Part Three (http://www.specialist-games.com/assets/FO72InqHate3.pdf)

Inquisitor: A Winter's Rage - The 2006 Winter Conclave event. Not yet published.

And, of course,

Inquisitor: Dark Fortress - Coming soon! 24 Mar 07 - Warhammer World

Experience has shown that the original Games Workshop approach to designing INQ campaigns, seen in the Inquisitor: Conspiracies sourcebooks, is not usually a good way to go. For a start, you rarely have the right models (I mean, who has a whole Slaaneshi cult lying around, a la Heavenfall? Although Atlantis do make a surprising range of nude male and female figures, but we'll not go there...) or convincing terrain so you end up doing loads of proxy work which just makes the whole thing a bit of a farce ('yeah, this enforcer with a shotgun? Imagine she's a gun servitor with a multimelta'*).

What has proved to be a far more sensible approach has been to design campaigns that simply act as a skeleton on which players hang their own stories. So the mechanics of time, wounds, resources, campaign structure, experience and suchlike can all fall within the bounds of your design, but things like large groups of NPCs, maps, terrain and a strict "plot" need to be left flexible.

Of course, if your campaign is designed specifically to accommodate your and your friends' collections of models then that's fine and shouldn't stop you writing great, sweeping narratives to include them all. Just don't expect anyone else to be able to play the same campaign.

It is, naturally, easier to arrange for these narrative campaigns with 28mm models, I can't deny it. However, even then it can be an effort to fit a range of models almost exclusively designed to look like soldiers on a battlefield into a scenario calling for a ball at a wealthy noble's mansion.



*I did this.

Rabid Bunny 666
06-02-2007, 19:39
I'd like to run one where you can capture locations, and where politics and backstabbing are alot more important, so a rough outline of a plot is formed by the players themselves, and it freely develops.

But then again, noone at the local GW has an Inquisitor scale Warband.

08-02-2007, 09:14
I bet they do. You just haven't asked the right person yet. Where are you?


Rabid Bunny 666
08-02-2007, 15:53
Maidenhead, well, thats the nearest GW.

09-02-2007, 12:05
There are almost certainly Inquisitor players in Maidenhead. If not, catch a quick train ride to Reading and I can assure you you'll find at least a couple.

Rabid Bunny 666
09-02-2007, 18:02
Cool, i know Maidenhead had a cabinet full of Inquisitor scale marines at one time though.

20-11-2009, 01:03
Me n' a few friends just had a campaign mission, which we thought would be dumb, but turned out pretty epic i'd say.

The Campaign:

A few characters, such as a demolitions expert, tech priest, heavy weapons guy, and a desperado (which is what we used) banded together and was sent on a recon mission on a distant planet. So it starts out with them landing on a planet (which can be named depending on user preference.) and visiting a local city. They speak with the locals and find out some information on what has been going on on this planet. Turns out theres an abandoned mutant asylum far east and a few locals have seen some activity near that area. They warned them that hostiles may be lurking, so stay alert. So that became our first campaign objective.

-Investigate asylum
-Beware of hostiles

Our GM came up with all this, and even added a few twists and turns here and there.

So we played out the mission and everything played out pretty well. We had little trouble taking down the mutants who were poorly equipped. When we closed in on the asylum, we saw the head mutant running the operation. This is when the GM springs on us, that for about a week the mutants have been setting up a bomb. So that caught us off guard and we had no choice but to retreat.

Stats GM chose for bomb:
-goes off in 3 turns
-anything inside the asylum dies
-anything within 5 yards of the asylum takes 5 3D6 hits
-anything within 10 yards of the asylum takes 3 D6 hits
-when it goes off a huge piece of shrapnel lands 2D10 from the asylum and lands according to a scatter die. Doing 1 3D10 hits

So the head mutant ended up retreating himself which leaves it open for his return during the campaign. Best part about the battle was what happened during the turns for the bomb. The desperado broke a window and threw a photon flash nade into the asylum to blind the head mutant. Little did he know that the tech priest had just unlocked the door leading to the room. So the tech priest ended up getting stunned for 3 turns and the bomb was going to go off in 3 turns. So the desperado was forced to stop firing and drag his comrade out of the vicinity before they were blown to bits. The heavy was dragging away one of the unconscious mutants to interrogate later for information. So all in all it was a pretty epic first campaign mission.

This was our campaign idea and we are going to definitely expand greatly from here. Throwing in new characters, more battles, and a money system.
It's always good to have a capable GM. ;)

06-12-2009, 12:14
dude this thread was like, majorly dead! y revitalise it? if youve got a campaign idea then post it as a new thread