Storylines, what is your approach?

By unclepoop, in Deathwatch

Since our first, somewhat failed session I have been determined on bringing a cool experience to our group. This includes possibly making a long term campaign that leads to a final explosive conclusion. I will first however get a couple of more sessions in before introducing the beginnings to the story. I will just use missions in the books that will help us all acquaint ourselves with the rules and how the game goes. So how do I go about introducing a campaign/ storyline?

In general I have this idea about a Spacehulk that breaches into real space on the extreme outer edges of the sector. This Hulk will then change the storyline as time goes on. Things like an Orc Waaaaagh! to a 'Nid infestation of a planet. I almost want to make it like a good read and the PC's change and guide the book depending on their actions.

First thing I had in mind was sending the squad in to investigate the threat potential. Giving them several sections of the Hulk that might be viable ways in and having different encounters set up depending on which section they decide to make entry. Also their encounters once inside the Hulk and how they play those encounters will change how the story will progress.

So let's say they take number 5 of 5 possible entry points. After traveling through the Hulk and some rigmorale they stumble on a large cavern like area where looking down they find a possible Orc Waaaagh! in the midst of it's final steps of preparatoin. Or if they pick number 3 of 5 they stumble onto hibernating 'Nids and inadvertantly waken the hive mind and unbeknownst to them the hive mind sends out it's minions to infiltrate a planet or planets and later in the story the squad will discover it was by their actions on the Hulk they planets(s) were infiltrated.

So how deep should I go into the story? I know I will need to set up encounters and possible encounters. How would you set this up?

I suggest you check out the module Ark of Lost Souls, it touches on a lot of the ideas you have and might help give you ideas or even a basic adventure framework to kick off some of these ideas.

Thanks for the advice, I will check it out.

I would suggest you stay with the "missions" approach since you are all new to the game. Just send them on unconnected missions with a variety of opponents and antagonists so they get a sprinkling of everything out there. By the time your players achieve 5th rank or so you'll all be used to the game and you can then introduce your storyline. Your players will know their characters, have developed their personalities, and established some goals. The remaining 3 ranks is more than enough adventuring to board a space hulk and chase "epicness."

Direct threats are the best threats. If a hulk is just moving along, bringing all kinds of hell, that's one thing, but it's more of a general sort of issue, rather than a direct one.

Now, if a recurring set of villains (a specific cult, a traitor legion or ork warband) specifically know something about this hulk that is particularly dangerous and they want to wake it up/set it free etc (like, a necron something hidden underneath all the wreckage...), that could be cause for learning about new things, chasing villains all over the place and eventually having a large-scale engagment vs said enemy when you assault the hulk, perhaps with a the IG or more kill teams at your back.

The direct threat could be a lot of things. Maybe it'll be a new chaos entity, or waking the necrons, or unleashing some new and terrible 'nid mind creature that can assimilate whole ships in no time...and they want into the calixis sector...they're going for the gate, and they have the power to take it from the Iron Collar, unless the PC's learn the enemy's weakness and stop them.

You know, the usual.

Well I want to introduce the Space Hulk early in the campaign. Maybe after some small one goal missions I will send them into the Hulk to investigate and report the threat level. I am going to put the Hulk into the outer reaches of the sector which will give time for those in charge to determine what is to be done with the Hulk if anything. So here is what I have in my mind so far:

1: Start with a few missions maybe something like sabotage, assassination, something to just go in, get done and get out.

2: Send them to the Space Hulk to investigate and report back what they find.

3: Rigmarole, I have ideas for missions using some of the Black Library short stories I have read, just need to make some minor adjustments.

4: Reintroduce the Space Hulk, which it will be a major factor in what is to come.

5: More rigmarole, with more missions connected directly with the Space Hulk.

6: Big scenimatic ending.

but what threat does the Hulk represent? it's got nids and orks in it...but is it hurtling right at a planet? Can either side direct or control it?

Is it all connected?