Always remember that (no matter the game system) a game master's role is to make sure everyone has fun. That exact definition changes a lot based on the game, but it's true no matter if it's the kind of game where players expect characters to have life-spans in days or games where they play the same character for decades. The players (and
GM) need to be on the same wavelength so as to have fun.
From what I've heard Black Crusade has some systems to help the
GM out by giving the players a common goal and letting them work towards it. Use this! If their ultimate goal is (for example) toppling a Guard outpost there's a lot of other ways than rushing into it (which will likely end badly for even a group full of Chaos Space Marines). Consider other routes, and plan with that in mind. For
40k (especially Black Crusade) the Chaos Gods can be a good shorthand for problem-solving:
Khorne: Run at the Guard outpost. For slightly stealthier, raise an army. This could be several adventures, maybe involving finding humans willing to serve, convincing them to join the cult or acquiring stuff to bribe them, etc. Lots of adventure material to get a bunch of human traitors, Orks, kroot, Whatever pointed in the right direction.
Nurgle: Let the characters learn that there's one major water supply. They can, as an option, do the above tips (form an army) but can weaken the garrison by poisoning the water supply. They'll need to acquire a poison and sneak in to plant it, then close off any other water supplies. Also, throw in some plague zombies somewhere.
Tzeentch: Easy! Find power full magic to blow up the Guard outpost, warp into the armored control bunker, whatever. COuld be a
40k version of a standard dungeonc rawl to find the demonic item to give them this power (which only works when the moons are right to prevent them using this awesome cosmic power to, say, mow the lawn.).
Slaanesh: Don't think attacking the citadel will work? Subvert it! Sneak in, make friends with whomever runs the place, and convince them they've been fooled and are backing the wrong side. Possible side-quests to acquire 'proof.' Maybe have the player characters plant a story that the Guard commander's family was killed by an Astartes patrol... And the
PCs have to make this story plausible.
If it's Black Crusade the characters are pretty blatantly going to be Not Nice people... One reason I have no real interest in playing or running it, personally. Don't be surprised if things get weird.
Automatically Appended Next Post: Necroshea wrote:
It's just odd to me because with just about any other RPG setting your free to do whatever you want in whatever order. This style of play just never seemed to transition well to the 40k universe. A rogue trader game would work with the idea of do what you want, but playing as a space marine or chaos cultist will almost always involve taking orders to some extent or another.
'Military' campaigns get boring to me because of the command structure. Personally, for a one-off it's fine, but it's a lot more interesting if the
PCs are given a broad goal and directed, but not forced, onto a path.
Sure,
CSMs are technically part of a Legion or Chapter structure, but they're Chaos! Rebelling is part of the package! If they disregard orders and lose, sure, it'll end badly... but if they disregard orders and triumph, then they win and may get to replace their boss.
Necroshea wrote:
So far I've got a pretty good story set up, it's decent enough for a first attempt game. I just need to find some decent ideas for side quests, as well figure out what to do regarding finding items. I can't see the players just happening upon a mastercrafted lascannon in this universe. I mean they could happen upon a noble who's been hoarding artifacts, but aside from that you don't just fine master crafted lascannons lying around in a cave somewhere.
I'd say in general stick to loot like this as gifts from patrons, trophies, or similar. If it's set on a world where there's been a lot of Chaos-y stuff there is room to have some weird stuff... I remember the Grey Knight novel where the characters were on a Forge World and then a Daemon World and could see 'finding' a Lascannon in a dark, dusty long-forgotten supply room or workshop on either of them. Not often, but often enough.