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!
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!