N18 1-2 player Ash Wastes campaign idea. With randomly rolled generated maps, loot & enemies.

Thammut

Juve
Apr 29, 2023
38
24
8
Hullo!

I am working on a weird campaign idea, that is pretty much endless. The player starts with their gang in a partially broken down, long abandoned base, that they claim for their own while wandering the wastes.

The idea of the campaign is to explore the surrounding areas, fill out your map, scavenge for and fight over resources. Hopefully over time, I will add rules for trading, building a new base after finding another water source and managing multiple gangs under your control. (Your main gang explores, a secondary gang guards your settlement, and handle attacks, while the main gang are away)

The main player starts in the central area, sheltered somewhat by a range of mountains, with areas where walls can be built after materials are scavenged. I have figured something like a scrap metal resource would be of use for this. The gang finds here a water source and a partially inhabitable settlement. Which brings a small amount of income from other wanderers seeking shelter and drinkable water.

I plan for build options for the base, such as improving the settlement, building a garage for waste vehicle building and buildable rackets based on the Book of Judgement rackets.

When your gang explores a new area around their base, they firstly roll 3D6 for terrain and features, from impassible mountains, empty wastes, to abandoned or occupied settlements.

Then they roll for scavenging possibilities, inspired by Mordheim scavenge rules. Which is rolled for on a basic scavenge roll (scrap and creds), or possibly even a luckier loot table (scrap, creds and items).

Then lastly, if not directed to earlier, they make an encounter check. Which will result in facing Wasteland beasties or enemy gangs.

The player could start as a normal gang, building up their base and building up a second gang to defend the base so they can wonder further, or as an ash waste gang that abandons the base and lives aboard their convoy and just explores endlessly.

Due to the long nature of this campaign, I am planning to use rules like the 95er campaign rules, where gangers earn a lot less XP, and a lot less credits. Things should be a struggle.

When wondering far from your base I am playing with "fast travel" checks, the further you travel, the more likely it is you stumble across an enemy.

The second player would play the enemies, if no second player, enemy behaviour tables are supplied, based on Munda rules and rules for Warcry I found (I think it was for warcry anyway).

Sorry for the info dump, obviously this is a bit complex and I am starting to struggle with some rolls but am getting there slowly but surely.

My questions are :

Does this sort of 1-2 player alternative way of playing appeal to anyone?

What features would you expect to randomly come across in the wastes?

Any ideas for gameplay features that could be interesting and randomly add life to the map?

Dice rolls for everything you come across in the wastes should make playthroughs interesting and varied.

I am playing with finding random ruins and abandoned settlements of varying sizes, that may be empty when the gang returns to them, or may have a new enemy gang in them. Or even a possible ally if they are generated as the same House as your gang is etc.

This is something I have been playing around with for a while, I work funny hours and sometimes have a single player game while waiting for clients haha. So needing a very longterm campaign that I can drop and pick up is the inspiration for all this really.

I hope to be able to add enough crazy RPG options eventually, that this would work thematically for any gang, such as a Squat gang exploring the wastes for materials, Redemptionists scouring the waste of heretics, Nomads claiming what is theirs by rights, Chaos Helots fleeing the Hive to build a blasphemous base for worship, or a new House gang seeking build a lasting settlement and gain power.

TL;dr - A tired geek, geeks out.

Edit : If anyone is interested feel free to comment, PM me, join my Discord (https://discord.gg/xVX9frrA85). Probably best to not get involved in this madness frankly. Boots, boots, boots, boots!
 
"Does this sort of 1-2 player alternative way of playing appeal to anyone?"

I think that quite a few wargamers are in the position of having the desire to game without people to game with, so solo rules are always welcome. Have you uploaded any of your rules to the vault?


"What features would you expect to randomly come across in the wastes?

Scrap mines, car / voidship junkyard, xeno landing site, long forgotten temple, Bartertown, desperadoes and gunslingers, ratskin colonies, ash nomad caravans, Corpse strewn battlefields, rogue servitors maintaining a dead settlement, A kid with a talking dog, the Donner party, wandering missionaries, death races...



"Any ideas for gameplay features that could be interesting and randomly add life to the map?"

Something I always do with DMing ttrpgs is to ensure that life keeps happening 'behind the scenes' once the PCs leave, and to let that change thd wasteland as it will. Did they wipe out a raider gang save for one survivor? Perhaps that one guy comes back for vengeance. Did the party clear out a dungeon and loot it? Well nature abhors vacuum... what moved in to that space. etc.

Beyond that basic premise, I think that building and maintaining trade routes could help with gameplay.
 
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Hi, thanks for taking the time to get back to me, Winky!
I have not uploaded any rules yet, but I will to my vault when I have a workable version. I have only uploaded the above starting attempts on the map. Though I will update this post when I do upload rules. So far I have mostly finished the terrain gen rules, the scavenging rules, and and the enemy and critter generation roll rules.

once I have pinned those generation rules down for people, then finished the general frame of suggested rules to play with alongside these generation dice rolls, I will upload after a couple of playtests.

I do plan to add RPG elements eventually, to add variety, some like you have kindly suggested haha. Though I am leaving interesting encounter RPG elements till later, while focusing on more "utility encounters" for now. such as repairable water reclamation plant. I need to ensure i stay lore accurate with term here.

as far as adding a living feeling, for now i plan to add randomly generated ruins, and settlements, generating when first rolling for an areas terrain. then having them changing owner or being abandoned if that gang is defeated, then empty areas being taken over on reinvestigation of the site. again with some dice rolls.

I am trying to keep it simple for now, will try to release but enjoying fresh ideas on this from people.

Thankyou for your input! I will be making a note of all helpful suggestions to me, to use as guidance for when I put together a ruleset.
 
"Does this sort of 1-2 player alternative way of playing appeal to anyone?"

I think that quite a few wargamers are in the position of having the desire to game without people to game with, so solo rules are always welcome. Have you uploaded any of your rules to the vault?


"What features would you expect to randomly come across in the wastes?

Scrap mines, car / voidship junkyard, xeno landing site, long forgotten temple, Bartertown, desperadoes and gunslingers, ratskin colonies, ash nomad caravans, Corpse strewn battlefields, rogue servitors maintaining a dead settlement, A kid with a talking dog, the Donner party, wandering missionaries, death races...



"Any ideas for gameplay features that could be interesting and randomly add life to the map?"

Something I always do with DMing ttrpgs is to ensure that life keeps happening 'behind the scenes' once the PCs leave, and to let that change thd wasteland as it will. Did they wipe out a raider gang save for one survivor? Perhaps that one guy comes back for vengeance. Did the party clear out a dungeon and loot it? Well nature abhors vacuum... what moved in to that space. etc.

Beyond that basic premise, I think that building and maintaining trade routes could help with gameplay.
ah sorry haha. in work and on phone, forgot to add the above as a reply.

also forgot to mention, you have a very good point about running trade routes having a lot of potential for fun, as I am working on some rolls for travel over a certain distance. and given the odds for rolls, there should only be 5-6 settlements in a hundred square area.

this is meant to be out in the way, way out Ash Wastes. So making trade routes challenging especially could be great fun. i want this to be good for Ash Wastes convoy convoy play especially.
 
It all sounds great to me.

In the interest of providing you some inspiration, the people at Goonhammer had a series of Lost Zone rules aimed at games where scarcity was a bigger deal


Additionally, the style of the campaign sounds a bit like the 'West Marches' style ttrpg game that was popular for a bit. If you searched for that,I'm sure you'd find a few resources that you could adapt to the Ash Wastes.
 
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It all sounds great to me.

In the interest of providing you some inspiration, the people at Goonhammer had a series of Lost Zone rules aimed at games where scarcity was a bigger deal


Additionally, the style of the campaign sounds a bit like the 'West Marches' style ttrpg game that was popular for a bit. If you searched for that,I'm sure you'd find a few resources that you could adapt to the Ash Wastes.
beautiful! you have given me plenty to chew over here friend. haha better than working.

as far as income I am going to have to be brutal. 1xp only for enemy taken out of action, and only for certain high level critters. pay costs for gangers, higher costs for hangers-on etc. balance will be reliant on playtesting, which could mean a long while till I have something released.
 
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