Necromunda Getting people into necromunda

Kurai

Juve
Nov 22, 2021
17
48
18
alberta canada
Currently running a small ongoing campaign. It's a small town, so I'm keeping my expectations realistic. But, what are some ways you've brainwashed... er.. I mean... introduced people to the game and managed to get them to come back?

In addition, I'm kind of new at custom scenarios in a narrative sense, and trying to find the right balance between "grab the resources" and purely narrative objectives. Any tips, tricks, or pearls of wisdom that might help convince players to keep coming back for more?
 
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if you don't have it:
-the apocrypha necromunda book has all the info about creating narrative settings
-the fan created sumphulk (you can find the pdf on a googldrive link of kcap_k01 instagram) can also offer some ideas
-I think dr.drybrush was working on a YouTube episode about narrative campaigns

you could use more randomized scenarios and end or start each cycle with a 'narrative' missions, that would keep your workload a bit more manageable.
 
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i organised a 'zombie' hunt for my players , credits for each kill . they could of course rob the other gangs to steal their proof of a kill (ears). an ear could only be claimed from a zombie as an action , 'coup de gras'
also there were 'friday night pit fights' where a ganger could chalange another ganger or fight against a resident 'npc' pit champion. cash and gang credit for a win
 
what are some ways you've brainwashed... er.. I mean... introduced people to the game and managed to get them to come back?

I don't really have any success to share here, but I would say think about your target audience. There's a difference between, say, convincing an existing 40k player to try Necro and convincing someone who has no interest in wargaming, RPGs, or boardgames.
 
We do have a pretty solid 40k community in town, (or nearby), and part of the struggle seems to be selling them on having options, as many of them are used to the current "I play the meta list" mentality. several of us are meeting them halfway by introducing them to crusade play, but it's a slow go so far.
 
necromunda can also be played somewhat meta... with each gang having 2-3 er... optimal builds.
That is the critique on some gang guides like goonhammer.

(be careful about keeping it fun for everybody)
 
The current story (and balance control) I'm running with is the campaign starts right after a massive hive quake that has thrown the sector into chaos. Players gangs are sort of "who's left" of their former gangs, starting with a leader and up to four gangers/juves with, at the start very limited basic gear availability. I also had them create two champions each that they will find/rescue along the way. We did have issues in our first campaign with one player missing the point of the game, and ignoring a bunch of rules. But, when I tried to speak with him, he quit. This time around the players I have seem to have a good grasp of the idea, and I've reinforced some of that with a few house rules. The getting new people to try, and keep coming back has been the only difficult part so far, as the players I do have seem to genuinely enjoy the scenarios I have put them through. I have talked to the management of the store about running a custom character build and paint contest where the entries show up in the campaign.