Heck ya!
We generated a system of planets using the rules in the Tau dex, and then we applied GSC and Tyraind planetary descriptors to those panets as well. Now, whether a GSC tries to stage an uprising, or Tyranids try to devour it, or Tau try to introduce it to the greater good, we know what those players will need to achieve their goals.
Then we used the game information we had already generated as a basis for that planets history and culture. Then we picked one of those planets for the action to start on and mapped out its continents, cities and settlements and then defined all the territories within those settlements. Finally, we generated the NPC factions and seeded them throughout the planet.
Last but not least, we figured out what the narrative framework for the growth of each player faction. Obviously, we will still be using RP to raise the Supply Limit of player armies, but we're all really interested in using our games to write the backstories of our factions as they develop, so we created narrative triggers for adding different unit to our armies IN ADDITION to needing the RP to do it. So for example, GSC can only add units according to the Cult's breeding cycle, so the army starts with nothing but purestrains, and they can't add hybrids until they infect hosts, and Magi and other character Hybrids can't be added until Acolytes grow numerous enough to sit out games to beget Neophytes, and those in turn sit out games to generate the character. Drukhari can't add units until they capture territories, and the territories they capture influence which units they can attract to their war efforts. Sisters and Guard can apply to their off-world support networks for specialist support detachments, but they have to demonstrate a need for the requested troops based on the conflicts being fought, so for example if the enemy capture enough territories to produce an abundance of vehicles, or a Cult loots enough vehicles, the requested detachment may be an anti-armour themed detachment.
It's an interesting dynamic, because some factions grow a unit or a model at a time, so their growth is dynamic and unpredictable, but slow, whereas the Imperial factions grow in chunks, but only reactively.
Anyway, it's a pretty involved process, and right now we have more plans ahead than games behind us. Our campaign is VERY unsuited to a 3 year edition cycle, so most of us are playing games outside the campaign and only doing the narrative games once the development has been done.
Recently, my hobbying has been reinvigorated, so progress is being made faster. I'm trying to post as much stuff as I can, though I haven't posted any of it on Dakka yet. I don't post a lot of links to the content either, because I want to avoid the appearance of poaching Dakkanauts to other platforms... It just feels rude.
But if anyone's ever interested, let me know and I might explore the possibility of posting some of that content here as well.
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