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How do!
Starting work again on a campaign as I’ve found some players raring to go. And it’s got me thinking about hypotheticals.
It’s not terribly unusual in Necromunda for one gang to pull ahead of the pack. And they can rapidly become untouchable. Now that’s not necessarily a bad thing. Someone has to be top dog after all. But I do like to think of interesting, narrative ways to balance the books and give gangs that didn’t experience much luck in the early days a shot at redemption.
One I’ve just had is to adapt The Warriors. Essentially, contrive a narrative reason that a small group from the leading gang is separated from the others, and faces a danger run back to home turf as they cross through hostile territories.
To do this, I’d start by following the standard Fighter Selection. But, from there? For a few games that player can only use those Gangers, and as they’re trying to get back to their Home Turf, somewhat limit their after battle stuff. Injuries would carry over, no trips to the Doc. So, over a few games those fighters become tired, eroded and low on ammo.
The balance to hit? Is not simply hamstringing them completely. It’s not about wiping out their hardest fighters, or punishing their success. Instead it’s about giving that player more of a challenge, and a different focus game to game as they have to carefully husband what resources they have for a few games. I dare say permanent casualties and retirements will be unavoidable. And so it would need special scenarios. One could just be “get from A to B as quickly as possible”, another “you’re cornered and will need to fight your way out” yet another perhaps an ambush, the attacking gang having had time to assume positions.
Hopefully the end result is less one sided engagements, a boost for the attacking gangs and a tempering of the gang on the run?
What are your ideas on this tricky subject?
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