I'm new here, and new to Necromunda. I have Hive War and also the big official rulebook, and also been reading lots of rules pdfs from here and elsewhere. I've also checked out the rules for old 90s Necromunda, and even Confrontation!
The big pdfs that compile all the official rules are huge and complicated and daunting for new players, and are arranged in such a way that you have to wade through hundreds of pages about alliances and outlaws and chaos and psykers and badzone environments before you get to basic scenarios for playing the game.
I'm also in the Necromunda Worldwide facebook group and I've seen people asking about what rules they should get, whether to use house rules, what is the latest complete set of rules, whether it is possible to play campaigns using just the Hive War starter set or whether they they need to buy more books... There's also the obstacle that new players learn from discussions on forums or Facebook that even if you have all the latest books or pdfs, there are so many problems and contradictions that you'll inevitably have to house rule stuff. And lots of players reckon "This game has been out since 2019, surely someone has put together a working set of rules by now?"
This YCE project looks really exciting. A few days ago I discovered Bookromunda and have been reading through that; I've now discovered this YCE and I am torn as to which to use.
Similarly, I think other people in that Facebook group and in other places would also be interested. (Perhaps reddit.) Sure, it might be unofficial house rules, but YCE has been put together based on discussions between experienced players, it is designed to be like the normal game but with common complaints fixed. No need to house rule, no need for an arbitrator decision or a roll off, the work has already been done, here on this forum.
I'm currently playing Necromunda with my wife, and I foresee that being the normal situation. I'm not a regular at any game stores, and anyway the ones in my area (1) don't seem to play Necromunda, and (2) don't seem to have any female players, so my wife finds them unwelcoming.
While wargames do tend to be male dominated, there are plenty of women that play D&D or board games. My wife has been playing D&D for many years, as both a player and a DM, usually at game stores. She's the one who introduced me to it! So we'd expect to see some women in the stores, and indeed that has been our experience in stores in other parts of the country. (We live in the UK.) But in our local area, we've never ever seen any women other than my wife.
So, I've been looking in depth at as many rules as possible to figure out how to run a campaign with lots of fluffy narrative elements at home. So that games between the two of us will be as full and satisfying as possible, and also the greater the narrative elements the more D&D-like it becomes.
But it seems like if you try to do a modern Necromunda Dominion campaign with just 2 players, whoever is winning will just get stronger and stronger and impossible to beat, it is intended for at least 3 players and ideally more like 4 or 5 or 6. And with an independent Arbitrator that can mess with the scenarios to rebalance things.
Something that seemed to be an excellent feature in 90s Necromunda was the "gang rating" feature, and how an inexperienced gang would get an Underdog Bonus for fighting a gang with a higher gang rating. (And if they actually beat that higher rated gang, they'd get a "Giant Killer Bonus".)
This meant that it was possible for a player to join a campaign halfway through, have some tough fights they were unlikely to win but still have fun and they'd level up quickly and catch up with the other players. It also meant that it was possible to play a campaign with just 2 players; , the gang rating/underdog bonus system meant the losing player would still have a chance to keep up and turn the tables.
I know that Bookromunda has re-introduced this classic gang rating/underdog bonus system to the game. Has there been any consideration of including something similar in YCE?
I think that giving an "underdog" gang a bonus to experience and/or reputation for fighting a more formidable gang makes perfect sense in terms of both narrative and gameplay. It is surprising that modern Necromunda doesn't have this excellent feature from the old game. I've seen several people talk about how it worked really well, and I know some people prefer to play old Necromunda purely due to them prefering how the old campaign system works.
Modern Necromunda campaigns seem to be designed to be played by large groups with an arbitrator at a game store, and not well-suited to 2 players at home, or just 1 or 2 players going to a friend's house.
Re-adding classic mechanics like gang ratings and underdog bonuses would help make modern Necromunda more playable for 2 players at home, or gaming groups where certain players can only play infrequently due to other commitments.