Taken straight from new Killteam 2.0 's narrative play and Warcry's Campaign paths, I am pondering whether this sort of campaign style would work also well in Necromunda to add some narrative depth to each gang's individual progress.
Granted, Necromunda Campaigns
- are based on the conflicts between the Clan Houses, between Law and Misrule and between Order and Chaos.
- are the most resource-management intensive campaigns to date by GW (manage your Gangs, their sources of income, reputation, manage Gangers, their Xp, their equipment, their allies, hangers-on,...)...
and in fact, thrive on these mechanics, and narratives can easily emerge from these games, mostly developing grudges and enemities between gangs on their way to the top, gaining an alliance or changing it when they're outlawed or pardoned.
In some cases, the narrative would mainly be centred around the conflict between one or two gangs iconic to their respective cause (look at Dark Uprising to see what I mean), and honestly, this might turn out a bit bland.
So as an extra layer in your average Dominion / Law & Misrule / Uprising campaign, there could be a little more for players willing to craft their own story, and which 'd reward players in different ways .
The most basic mission outlines would be
- Bring glory to your house (or House Helmawr in case of Enforcers) by conquering a number of house-themed territories / rackets.
- Fulfil a mission for your patrons (Cults, Venators) by CLASSIFIED
- Capture X gangers of each gang and sell them to the Guilders, sacrifice them to your patrons or return them to their original owners for cheap (Genestealers - of you did infect them first
)
Also, I will consider looking into the narrative play Spec Ops from KT 2.0 to see if there are more ideas to harvest for some extra fun downhive.
Granted, Necromunda Campaigns
- are based on the conflicts between the Clan Houses, between Law and Misrule and between Order and Chaos.
- are the most resource-management intensive campaigns to date by GW (manage your Gangs, their sources of income, reputation, manage Gangers, their Xp, their equipment, their allies, hangers-on,...)...
and in fact, thrive on these mechanics, and narratives can easily emerge from these games, mostly developing grudges and enemities between gangs on their way to the top, gaining an alliance or changing it when they're outlawed or pardoned.
In some cases, the narrative would mainly be centred around the conflict between one or two gangs iconic to their respective cause (look at Dark Uprising to see what I mean), and honestly, this might turn out a bit bland.
So as an extra layer in your average Dominion / Law & Misrule / Uprising campaign, there could be a little more for players willing to craft their own story, and which 'd reward players in different ways .
The most basic mission outlines would be
- Bring glory to your house (or House Helmawr in case of Enforcers) by conquering a number of house-themed territories / rackets.
- Fulfil a mission for your patrons (Cults, Venators) by CLASSIFIED
- Capture X gangers of each gang and sell them to the Guilders, sacrifice them to your patrons or return them to their original owners for cheap (Genestealers - of you did infect them first
Also, I will consider looking into the narrative play Spec Ops from KT 2.0 to see if there are more ideas to harvest for some extra fun downhive.
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