Well, as i've posted it elsewhere, thought you guys may get a kick out of it as well :D
This is a campaign i'm currently writing and is focused toward 28mm scale Unlike alot of inquisitor campaigns, in this one each player plays a single character, each assigned to a joint team investigating the Research Colony on Lachesis. The smaller amount of characters combined with the co-operative (or not!) manner of the campaign should help the turns flow easier and help new players get to grip with Inquisitors' narrative-driven playstyle. As this campaign is available for anyone and everyone, i'm producing two PDF files per scenario, or "act". one is a generic handout; every player and the GM should receive a copy and contains mission details, sample rules and background to drive the campaign forward. The second hand out is for GMs only, containing notes, maps and rules to liven things up. Please, if you plan on getting the campaign run at your club and are not GMing, don't read them till afterwards; they contain major spoilers for the scenario! I note here: the Doc-to-PDF website sometimes buggers the headers up and i can't figure out why :( Player Introduction Handout Player Individual Handouts -GMs Only! The individual hand outs are designed to go to individual players (either randomly or choose according to their character!) and give secret objectives for each player. I've done a few but any extra ideas are easily included and i'd love to hear them! By keeping these a secret, this should encourage players to guess and double-guess each others' characters.. remember, Everything You Have Been Told Is A Lie! Here are some suggestions for character archtypes: Neutral: Inquisitor, Adeptus Mechanicus, Imperial Guard Veteran Chaotic: Inquisitor (Thorian or Horusian), Dark Mechanicus, Traitor Forces (Chaos affiliated) Lawful: Puritan Inquisitor, Mechanicus, Adeptus Arbite, Adeptus Astartes Evil: Inquisitor, Adeptus Mechanicus, Rogue Trader, Traitor Forces (Chaos / Xenos infected / affiliated) With Characters ready they need GM-vetting; this is something you need to do yourself, you can do pre-fab characters (i'll hopefully get some done at some point!), but that isn't as fun as let the players come up with their own characters. Just some GM-editing to level things out and ensure no-one is going to ruin the fun by powergaming! At this point, it maybe good to have a free-form In Character RolePlay session just to introduce the characters to each other. This lets them get to know the other party members and as GM allow you to make notes on the characters and playstyles. I recommend having this as the tail-end of the character generation session or a separate game; this may take longer than expected! With characters familiarised to each other and the players, it's time to jump into the game! Act One: Planetfall Act One: GMs Notes -Not For Players! This is a simple scenario to get people into the Inquisitor system; having landed on the planet, they have a trek to the bunker entrance. It will get players used to actions, characteristics tests and a little bit of light combat to keep the pace moving! Assuming the players make it into the facility, we skip over the long elevator ride and enter the facility... Act Two: Deeper Underground Act Two: GMs Notes -Still Not For Players! a slightly more in-depth scenario, this Act introduces the dungeon-crawl-esk taste of the campaign, utilising the Space Hulk Board Sections to represent the underground facility. now 54mm may look out of place on these sections, but as i said earlier, this campaign is designed for Inq28 This should involve more action and give the players more room to explore both the terrain and the way Inquisitor works. Act Three: Don't Panic Act Three: GMs' Notes - leave it alone players! a similar objective to the previous act, this time with added combat :) for the NPC interactions, i've been playing about with a Fallout3-style NPC interaction; you require a skill of # to get different responses. don't make the requirement, then less information is gained. like any PC based RPG tho, there are alternate methods of finding the information out and like a proper RPG you don't have to share this information so, that's where we are at the moment; more as i write it :) |
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Cool, cheers for posting this. I'll have to have a good read through, shame its such a pain to get to radstock or I'd say I'd be up for joining in with some INQ games.
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thanks .. be interesting to get some feedback :D
well there's talk of playing locally but no-one seems properly up for it so i don't know how well the scenarios play out nor will i have a chance to run 'em :( |
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In reply to this post by greenstuff_gav
looks interesting, I will not read it however, in the hope that some one will run it and I'll get to play
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
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Well that makes three of us that want to play it (Lyra's interested in playing inquisitor for the RPG elements). |
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excellent!
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~The ravings of a single mad Goblin is bad enough, but such a power-hungry, malice-filled creature as Mortis can never hope to be understood~ |
be sure to get the gm to take notes on the scenrios or improvement nd get pics ;)
problem with m y shift pttern is i miss every other week so campigns get disjointed :( not to mention my terrible ttention span |
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I'd imagine I'll be GMing as I don't think anyone else has played much if any Inquisitor. Having said that I got some minis out today to play and realised how rusty I was, and how badly INQ needs a quick reference sheet.
I'll try and sneak a peak at what minis I might need, guess that will determine if we'll be playing in 28mm or 54mm. I'll make sure I get some snaps and report back if we ever get started on this, probably need at least one more player maybe two. |
i'm sure MarcoSkolls' Inquisitor PDF Hosting may have one :)
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