Arrowind

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  1. It needs all the help it can get... But yeah, good idea. The game started out of a one off adventure, so I didn't have a long term goal for it from the get go. Given that heretics are rebels who've thrown off the shackles of the Imperium's multitudinous hierarchies, it feels like Black Crusade should be driven by the PCs' ambitions. If I was starting again, I think I'd try to get the groups' collective purpose nailed down in character creation, even if it was "Phase 1: Collect Underpants; Phase 2: ?; Phase 3: Overthrow The Imperium of Man".
  2. But whenever a Horde ambushes an Alpha Legionnaire, the Horde knows it's actually the Alpha Legionnaire that's ambushing it in some way it doesn't understand. It's less confusing and upsetting to just be mown down in a hail of bolter fire.
  3. I find myself facing a similar dilemma. I've run a couple of unrelated adventures for my players' heretics. I had hoped that some sort of long term goal for the party would emerge organically but it hasn't happened. Obviously all of the heretics would like to overthrow the Imperium but equally obviously our campaign is going to have to be on a more limited scale than the Horus Heresy (at least to start with...). By their very nature, the heretics are not part of a hierarchy, so there's no-one to order them to undertake particular missions. Similarly, there's very little that they place any value on, which makes it difficult to present them with a threat that they'd care much about. So I think the approach I'm going to take is to nudge the heretics toward building up networks of cults and heretics in Calixis Sector. Once they begin to get somewhere, I'll bring the Inquisition crashing down on them, ruining their works and murdering their allies. Hopefully I can remind them why they started hating the Imperium in the first place and make the hate a bit more focused for the players. So, Zarokin, did you manage to get a campaign going?
  4. Ha, yeah. The really annoying thing is, I'm sure I'm just the same when I'm a player. I suppose that when one spends ages obsessing over the details of an Adventure, one forgets how obscure it might all seem to someone just turning up to play it once a week.
  5. Thanks for the suggestions, Drama! I may have seemed more negative than I had intended. Overall, I think the adventure went pretty well and the players seemed to enjoy it. As far as sandboxing goes, the Heretics didn't really stray outside the boundaries that I had anticipated and I'd written in enough contingencies and alternatives that I was able to roll with their decisions. The mass combat rules, which we used to simulate the factional fighting on the void-ship, were received well and worked effectively, given this was a first attempt at using them. I think what's called for is more a case of fine tuning to the specific tastes of my players, rather than throwing everything out and starting again. As far as the aim of the game, I'm not sure I really see Chaos as evil any more than I would characterize the Imperium as good. Chaos brings liberty and expression, where the Imperium imposes drudgery and conformity. On both sides individuals try to draw on dangerously vast powers to further their own ambitions but on both sides there are also idealists, who truly believe that they fight for some greater good (if you'll pardon the Tau-ism). I suppose what I miss running a game set in the Screaming Vortex is the conflict between the two ideals.
  6. So I've just finished running an adventure called With Hurt And Much Damage. I thought I'd share my experiences here and see whether they are in accord with those of other Game Masters. In brief, a dying pirate handed my Heretics the occult keys to his daemonic void-ship. Before the Heretics could take possession of said void-ship, they had to navigate between paranoid Hereteks and a scheming warlord on the Shattered Moons of Kurse and they had to trick, seduce and batter the ship's crew into working for them. So the long term point of the adventure was to provide the Heretics with a fast and sneaky ship, because making them hitch a ride at the start of every adventure gets a bit tiresome, especially if they're going somewhere they're not supposed to, which includes most places. Somewhat to my surprise, the Heretics weren't especially enthusiastic to have their own void-ship. They discussed selling the ship or giving it away on the understanding that they could cadge a ride whenever they wanted (I wasn't very clear on how they planned to enforce that arrangement...). Part of this indifference was down to assumptions being made about what they'd got, more of which later. I was trying three experiments in this adventure: I thought I'd try setting something in the Screaming Vortex, rather than having the Heretics infiltrate Calixis Sector. The increased opportunities for outlandishness in teh Screaming Vortex were welcome. Overall though, I didn't like the light it shone on the Heretics. There's something darkly heroic about a band of outcasts fighting to overthrow the Imperium's brutal rule. In the Screaming Vortex, they seemed like just one more set of evil freaks amongst many. I tried to write the adventure as a sandbox. I worked out a set of locations and NPCs with their own agendas and then let the Heretics romp about triggering all kinds of havoc. I quite enjoyed the effect of this and I felt like it gave me a lot of options to respond to the routes that the players decided to take through the adventure. My only concern is that some of the more passive players were left a little disengaged, being dragged along in the wake of the more active players and waiting for things to happen. I included a lot more potential for combat in this adventure. I've generally shied away from having much fighting in my games, because it can be a bit tedious. However, I felt I should give the more violent of the Heretics their chance to shine. The result was a bit weak, although I think I've learned a lot that I can use in future adventures. In particular, even if the Heretics are able to defeat heavily armoured opponents (say a bodyguard of Brazen Myrmidons), it can take a ridiculously long and boring time to play through the fight. On the other hand, Hordes turned out to be a lot more fragile than I'd expected, although on the rare occasion that they survived the first volley of death from the Heretics, they were able to dole out a fair amount of damage in return. Finally, I think what threw me most while running this adventure was the failure of the Heretics to gather basic intelligence and their readiness to reach conclusions based on only a little evidence. I had assumed that the Heretics would ask someone about some fundamental facts, even if they did so in an evasive, paranoid fashion. If they had gathered gossip or asked a few simple questions, they would have had a lot more context for everything that was happening. As it was, they were blundering in the dark for longer than I'd intended. Probably as a consequence of this, the Heretics made a few incorrect assumptions that proved surprisingly difficult to shift. While I did take some amusement from the gap between what was really happening and what the Heretics thought was happening, I think I'll be a bit more proactive in pushing facts their way from now on. Any of this sound familiar to anyone?
  7. I find creating NPCs from the ground up extremely time consuming. I usually try to find an existing NPC that is at least vaguely close to what I want (even if that's in a book for one of the other 40K game systems) and then tweak them into exactly what I want. Sometimes it's helpful to stitch on bits of other NPCs that are a better fit in some way for the new character's concept.
  8. Good idea, thanks! So, my adventure can be found at Depart from the Snares of Death. All perspectives welcome, I hope some of you might like some of it at least. One apology in advance for the lack of maps. I have no graphical skills whatsoever. I've been meaning to get Campaign Cartographer for a while but I haven't got round to it yet.
  9. So, I'd like to get some feedback on a Black Crusade adventure that I've written. I'd assumed that the web would be hoaching with sites where people share such things. Apart from getting feedback, other people's adventures are good for plagiarising and useful for when one quickly needs to run short games in breaks between campaigns, on weeks with missing game group members and so forth. I see a lot of people posting ideas for adventures or summaries on the forums here but no fully written adventures here or really anywhere else that Google can find for me. Can anyone recommend to me a good place for exposing my efforts to the ridicule of strangers?