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		<title><![CDATA[Latest posts for the thread "Campaign character help"]]></title>
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				<title>Campaign character help</title>
				<description><![CDATA[ So, I'm setting up a campaign for me and a friend (as that's our whole playgroup now).  Since there's only 2 of us, we're doing the missions as part of an overall story.  What we want to do is have one or 2 characters that are the basis of it and I was wondering if anyone could provide insight on how to add special rules/upgrades as a sort of character improvement or "level up" thing for this?  Any and all help appreciated]]></description>
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				<pubDate><![CDATA[Fri, 29 Jan 2016 16:16:27]]> GMT</pubDate>
				<author><![CDATA[ Battlesong]]></author>
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				<title>Campaign character help</title>
				<description><![CDATA[ Well, generally, I see a lot of campaigns with a table you roll on after every game, and it gives you an upgrade. Something like:<br /> <br /> 1 - +1 <span class="glossaryitem" onmouseover='gp(149);'>WS</span><br /> 2 - +1 <span class="glossaryitem" onmouseover='gp(14);'>BS</span><br /> 3 - +1 S<br /> 4 - +1 T<br /> 5 - +1 A<br /> 6 - +1 <span class="glossaryitem" onmouseover='gp(82);'>Ld</span><br /> <br /> That's a real simple way of doing it, and it works alright. That said, it doesn't really have a lot of spice, and it sometimes leads to buffs that are meaningless for usefulness or for fluff.There are a couple of options though that you can do.<br /> <br /> The first, and what I've used before, is to remove the table and instead have narrative-driven choices that upgrade characters as they make decisions during your campaign. For example (from one of my old campaigns), an Iron Hands Captain had secured a xenos tech vault, but knew enemies were on the way. His choices were to stick to his Astartes stubbornness, improving his leadership slightly, but also giving him a 12" radius of Stubborn, representing his men rallying to their leader's determination. His other option was to plunder the tech vault, forsaking his vows to safe the lives of him and his men. He enters the vault, is covered in a metallic sheen and walks out with a variation on Reanimation Protocols from the Necrons codex, a major personal buff, but one that doesn't go to other guys.]]></description>
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				<pubDate><![CDATA[Fri, 29 Jan 2016 16:50:39]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>Campaign character help</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/51789d5078a1a73fa3a7d55531358b42.png" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/678167/8414648.page"><b>curran12 wrote:</b></a><br/>The first, and what I've used before, is to remove the table and instead have narrative-driven choices that upgrade characters as they make decisions during your campaign. For example (from one of my old campaigns), an Iron Hands Captain had secured a xenos tech vault, but knew enemies were on the way. His choices were to stick to his Astartes stubbornness, improving his leadership slightly, but also giving him a 12" radius of Stubborn, representing his men rallying to their leader's determination. His other option was to plunder the tech vault, forsaking his vows to safe the lives of him and his men. He enters the vault, is covered in a metallic sheen and walks out with a variation on Reanimation Protocols from the Necrons codex, a major personal buff, but one that doesn't go to other guys.</div></blockquote>That sounds neat, so have something that fits the way the mission played out.  I guess it'd be best write up a list of ideas in advance and then work from that.  I appreciate the thoughts!]]></description>
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				<pubDate><![CDATA[Fri, 29 Jan 2016 17:12:31]]> GMT</pubDate>
				<author><![CDATA[ Battlesong]]></author>
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				<title>Campaign character help</title>
				<description><![CDATA[ If your campaign is a narrative or story driven one, yes. But I would also advise not to have it written so tightly that the players cannot break out of your designed path. For example, you should always have a backup plan in case your player says "my Captain wouldn't do any of those, he would go for an aggressive, all-out breakout attack!"]]></description>
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				<pubDate><![CDATA[Fri, 29 Jan 2016 17:18:06]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>Re:Campaign character help</title>
				<description><![CDATA[ It's definitely going to be narrative driven - basically <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and Daemonkin fighting over a world that's on the brink of falling to Chaos.  All of the missions are everything from Kill Team to 2000 point pitched battles over different segments trying to save, or totally corrupt the populace.]]></description>
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				<pubDate><![CDATA[Fri, 29 Jan 2016 17:40:03]]> GMT</pubDate>
				<author><![CDATA[ Battlesong]]></author>
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				<title>Campaign character help</title>
				<description><![CDATA[ Okay, then here is what I would advise, this is a little off topic, but it is overall for the campaign, so oh well. <img src="/s/i/a/39ea8e0dbfb45dcc6b802cd0e198dba3.gif" border="0"><br /> <br /> First off, it sounds like you have a decent foundation for a story-driven campaign. If I could advise, I would try to think of some greater reason for the armies' actions. The <span class="glossaryitem" onmouseover='gp(119);'>SM</span> is obvious and doesn't need much work, but for the Daemonkin, make it so that it is more than just another planet to murderize. Give it some ritual significance, or that it is that Deamonkin warband's 8th planet and if they succeed, they are going to get even worse/bigger. Just to give it some increased stakes and significance beyond <span class="glossaryitem" onmouseover='gp(119);'>SM</span> and <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> fighting.<br /> <br /> I'd also advise that both players take some time to flesh out their 'character' that their overall warlord is. Doesn't need to be a full on story, but just some notes and a page or so about what makes them tick, what their goals and what their flaws are. By knowing the characters in greater detail, you as the "<span class="glossaryitem" onmouseover='gp(524);'>GM</span>" of this little campaign, can craft more meaningful choices that can press or tease those character traits.<br /> <br /> On the subject of choices, if your other players are good with it, I would recommend not telling them what the consequences of each choice is until after they make it. This requires a good amount of trust, though. Trust that you make the consequences worthwhile, and that you do not abuse your <span class="glossaryitem" onmouseover='gp(524);'>GM</span> knowledge of the choices to make ones advantageous to your character all the time. Make it so that the choices are made in the mind of the character on the ground, not by the player who knows the 'game', as it were.<br /> <br /> I like the idea of the world on the brink of falling. That gives you a lot of narrative 'choices' for your characters as well, and cna lead down some very interesting paths. One that jumps to mind is let's say the <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> save a group of civilians, who turn out to be a Khornate cult, who are now spread through the populace of a refugee camp. The <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> know they are there, but do they have to purge the whole camp to ensure they are dead? If so...maybe the <span class="glossaryitem" onmouseover='gp(388);'>SMs</span> start falling to Khorne as well? Just a thought for ya to chew on.]]></description>
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				<pubDate><![CDATA[Fri, 29 Jan 2016 18:03:30]]> GMT</pubDate>
				<author><![CDATA[ curran12]]></author>
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				<title>Campaign character help</title>
				<description><![CDATA[ I would look up the rules for Heralds of Ruin, a homebrew standalone for running Kill Team Campaigns.<br /> <br /> In the rules for running campaigns, they have a big nice list of advances you can give individual models or squads, based on experience points. Some of the items are your standard "Additional Strength/Toughness/<span class="glossaryitem" onmouseover='gp(149);'>WS</span>/etc" sort of things, but others are your more specialized items ("Add +4 range to thrown grenades", "2+ Invulnerable Save versus Overwatch", "Close combat attacks made with a basic Close Combat Weapon have Rending versus Infantry Models", etc).]]></description>
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				<pubDate><![CDATA[Fri, 29 Jan 2016 18:44:50]]> GMT</pubDate>
				<author><![CDATA[ MagicJuggler]]></author>
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				<title>Re:Campaign character help</title>
				<description><![CDATA[ Sorry, I'm delayed in replying.  I appreciate all of the advice, guys and I think it's given me a lot of ammunition to work with, which is exactly what I needed.  The reason the <span class="glossaryitem" onmouseover='gp(724);'>KDK</span> arrives is there is an ancient chaos artifact buried in the planet which is what caused the start of the fall and, between that and the civil war brewing on the planet itself, they just couldn't keep away.  If you're interested, my intro to it is below:<br /> <br /> Stralavas; one of the largest forge worlds in its sector, it supplied the region with the supplies necessary for everything from farming to military equipment.  As important as it was, it was home to a full regiment of Imperial Guard in addition to its own PDF.<br /> <br /> Then the rumors started.  Rumors of heretical practices, of treatises with the ruinous powers.  The tithes began to wane, the production was erratic.  Inquisitor Dryev of the Ordo Hereticus was dispatched to learn the truth and bring the planet back into the Emperor’s fold.<br /> <br /> Prior to landing on the planet, he transmitted a communication that there were strange energies pulsing from deep within the planet’s crust, buried below the city of Stael, and he intended to start his investigation there.  He made one report when he made planet fall; the planet was in the midst of a civil war, and the Ruinous Powers were strong.  This was the last that Dryev was ever heard from.  This report got the attention of the Terran government and they called for immediate force to be dispatched to Stralavas - and the Raven Guard responded.<br /> <br /> The Terrans were not the only ones who caught wind of the events on Stralavas.  The forces of Chaos were also drawn to this world; the strange emanations of power acting as a beacon for them.  Between the unholy force from inside the planet  and the war raging on the surface, the spawn of Khorne, god of battle, were drawn like sharks to bloody water.<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 4 Feb 2016 22:28:34]]> GMT</pubDate>
				<author><![CDATA[ Battlesong]]></author>
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