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Necromunda. Creating hired guns and NPC gangs?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in gb
Ridin' on a Snotling Pump Wagon






How do?

Just been having a read of the Orlock name generator you can find on Warhammer Community. And I clocked a second name of ‘Angels’.

As an avid fan of all things Judge Dredd (well, except the Stallone movie), that of course made me think of these bad boys...



Pa, Mean Machine, Link, Fink and Junior Angel. The ornerinest Family in the Cursed Earth. They’re pretty iconic, and just looking at them super easy to relocate and recreate in the Underhive.

Naturally, the cerebral tentacle clutching the two ideas lead to me pondering how easy/advisable it might be to create NPC (non player character, for clarity) Gangs alongside new hired guns/goons.

For campaigns with a set Games Master, it gives them a way to get their hands dirty without actually having a competitive stake in things. Personally that’s my preferred way, as I’m a strong believer that someone running a campaign shouldn’t also be taking part as a player. There are of course no reasons why anyone else should adopt that stand point, but felt it worth explaining!

For an NPC gang, I’d be looking at something middling-Hard from the outset, something to be a real danger to the players until their own gangs have become more established and experienced. They can also help make up numbers on a game night for those inevitable situations where a player finds Cursed Real Life getting in the way.

But how would you run with that concept? How would you, either as a GM or player, like to see it realised? Would you keep them purely as a GM tool, or allow their services to be bought, joining Gangs for a scrap, or perhaps doing over their home turf whilst they’re distracted? Should they be Thorn In The Side power level, or a deadly threat the Gangs will eventually have to deal with?

Let’s here your mind vomit!

   
Made in gb
Fixture of Dakka






I would perhaps allow them to be hired by players' gangs, under GM supervision. For example, the Angel gang probably wouldn't fight against one another, so if both players try to hire them (the whole gang or individuals), you'd need some sort of mechanism to prevent that - perhaps they take their fee and slope off to the pub so no-one gets them, or perhaps the players bid somehow to see which of them gets to field the noes they've hired and who doesn't.

I'd add in things like enmities - if my gang shoots Pa Angel in the head, then he might get Hatred against my gang now, and the rest of 'em won't hire out to me.

I'd let them collect injuries and perhaps some advances, too, for flavour.
   
Made in gb
Ridin' on a Snotling Pump Wagon






For NPC Gangs and hiring them, I’m thinking ‘all or none’?

More of a late campaign thing to try to keep them game relevant. and they’d very much be subject to permanent injuries - no invulnerable NPCs in my book!

   
Made in gb
Junior Officer with Laspistol





The Shire(s)

 Mad Doc Grotsnik wrote:
For NPC Gangs and hiring them, I’m thinking ‘all or none’?

More of a late campaign thing to try to keep them game relevant. and they’d very much be subject to permanent injuries - no invulnerable NPCs in my book!

You could allow them to gain xp and advance? It would be slower than the main gangs if you only did it for games they were hired in, which would allow other gangs to catch up.

The hiring could be done with an auction if more than one gang wants to hire them- maybe with secret bids?

 ChargerIIC wrote:
If algae farm paste with a little bit of your grandfather in it isn't Grimdark I don't know what is.
 
   
 
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