Hello fellow Gamemasters. Recently my friend and I have discovered 40k rpg. We are big 40k fans and since we can not viably participate in the tabletop game we thought an rpg would work out for us. Not only do we get to play characters we will see grow in powers but we also love the fluff in the 40k universe as presented by the Black Library.
Now I am not new to rpgs but I am definitely new to being a GM. I decided to be GM because I really like to write stories (although I never can find time to finish them). I thought being a GM can get me to use some of these partly written stories and turn them into something fun and exciting.
Two of us are very familiar with the 40k universe. Three of us not so much. So we tried to get the group to read some of the main book and get a little background info before we could meet up to go over rules and make up characters. Some were able to get some reading in, others not so much. We set up sessions to go over a brief history and info for everyone in general. We went over a lot of the basic rules and set up characters in our second session (most of the group learns more from playing a game than just reading rules). Making up characters helped with going over some of the rules. We cleared up some questions everyone had and decided to give the Extraction mission in the main rulebook a go this past sunday.
I am worried it didn't go as the designers planned. I understand the mission was more a general outline and I needed to fill in encounters and other info. I did stick a bit to the suggestions in the mission and think it may have been a bit too easy in the beginning. Within an hour of narrative time? The group had found the Magos and were making their escape about an hour of narrative time later. I had the group after discovering the Magos in the Mag train station (which I randomly rolled for), encounter a small group of hormagaunts. Which for the most part they dispatched fairly quickly. I didn't want it to be overly difficult for their first encounter and we were all still getting the rules set in our minds. Also at this point something other than land, find clues to the direction of the Magos and find the Magos was just a little boring.
My group also kind of threw a kink in the works. I tried to direct them to the encounter with the Commissar but they insisted on going right for the Mag train and dicovering the Magos in the process. In hindsight I should have maybe made it harder to discern what direction the Magos seemed to go (darn them rolling really good). The group after the slaughter of the 'gaunts made their way to the main processing plant and on their way to a fairly quick win. I made it a bit difficult to get in, having to ascend the cliffs the facility was buried beneath. There at the top the group encountered a Shrike, again being we are all new to the game and not knowing what to expect I sent one Shrike at them. It got a couple of good slices in, causing a little damage, but a few lucky bolter hits had him exploding in half and the group seeing their way into the facility.
At this point, with the team virtually on the way to a very easy victory, I threw one more wrench into the works. I had them enter the facility and need to find a way up several floors so they can plant the beacon and be retrieved. As their Techmarine was able to power up and get a service lift working and moving up several floors to their level I placed in the lift 30 more hormagaunts and 3 Shrikes. The team expecting maybe something might happen, had set up ready for anything that might come out of the lift. I gave them one half action response due to the team setting up for an encounter (was this a smart decision?). So the Devastator in the group misses by a decent amount with that half action, I determined the Magos with his prime directive to protect himself was moving to a safer distance and bumped into the Devastator throwing off his shots. The Librarian tried smite and again made a failed roll, I determined that the blackness the 'nids project into the warp prevented the Librarian from drawing enough energy for the power to work.
Now combat started in earnest. The 'gaunts pouring out of the lift and the Shrikes urging them to bog down the marines. Now is where the Devastator and Librarian shined, destroying all but a handful of the 'gaunts with their turns. Full auto heavy bolter and the psych power avenger really did a number on the 'gaunts. This is where I am not sure I played it right. I read the rules for damaging hordes as for every 15 pts. of damage the horde suffered 1 pt of damage to their number. So I added up the total damage of the damaged caused and divided by 15. After re-reading the rules afterwards I think I did it wrong. It may have been taking each hit and after armour and toughness and regardless of damage would take 1pt from the horde. Doing it this way I think the players would have left the horde nothing but a burnt up pile of 'nids in the first round of combat. Either way some 'gaunts survived and thanks to the hive mind stuck around and attacked one player. The Shrikes despite having a round of combat to move could not get quite into contact with the players and one of their number was left behind in a stain of viscera thanks to the heavy bolter. Could I have had with let's say a roll by the player, have some of the shots hit the other Shrikes? I also should have the Shrikes shooting on the run.
Now is where frustration in the group started happening. Close combat, the weapons for close combat the players had were not bad I would say. We had an assault marine with bolt pistol and chainsword, a Librarian with a force weapon (which thanks to the player not double checking the weapon's rules, did not use it properly). Well suffice it to say the team was not fairing well against the Shrikes ,most taking damage and one actually being knocked out. No one could do damage with their cc weapons (which I told them they would most likely be using for the combat once the Shrikes hit them). We kind of ended the game at this point after several rounds of not damaging the baddies and the frustration levels sky-rocketed, also some of us had to leave at this point. A session that seemed would end after a couple of hours of real time turned into a 5+hr marathon.
I think know where things went wrong and why. I am slightly upset with myself for not being more familiar with the rules. I am a bit upset that at least one player didn't read the rules for their powers and equipment and make sure they wrote everything down right. I hope to get my nerves settled for our next session in a couple of weeks. I really wanted it to be a fun and exciting game and it kinda did not go as I wanted. I need to add a bit more narrative to the game and make sure I know a lot of the rules including the powers and skills my players have. They are all supposedly going to go over the rules and their own stuff more thoroughly before our next session, I hope they do. I am going to do the same. Any suggestions on what I should do for our next session? Should I just give up at being GM?
I think poor planning on my part and not having all the reference material at hand made the session a bit sloppy. Even with the GM screen there was a lot of stuff I had to go back and check and know, especially when it came to the players using their powers, skills and traits. I also need to prep the next mission with more maps for areas not really defined and possibly add more encounter areas. Also need to have reference sheets made up for different things that might come up in a session. Any suggestions on what I may need to add to my GM screen?
For now I will keep the the missions from the books and GM kit before making my own up. I have a full campaign idea in it's seedling stages which I will be discussing here in the upcoming weeks and months.
Thanks to those that read this far, also thanks to those that skipped to the end to the more key points.