As for the stats thing I don`t really see an issue if player wants to buy a whole mess of quirks to buff up and space marines are pitifully weak in FFG without their unnatural stats and rare gear. 2d10+20 is the FFG standard, it generates stats that work well within the system. If you go lower you risk discouraging players with constant test failures.
Your guys seem to be kind of stuck in an all-out wargame rather than a cyberpunk/western sandbox.
i also want to stress that players are not by default a gang. They are essentially nobodies they can choose to form or join a gang as things progress but who wants to be a juve in sombody else`s gang when they can be an awesome freelance adventurer?
What actually worked well for my players was their characters just bumping into each other in the bar and banding together for survival and the slim hope of monetary advantage.
My guys never fired a shot in four hours of play, they dearly wanted to but the occaision to do so never arose as they were walking about in a town. They did however get to use navigate, security, charm, deceive, tech-use, common lore (necromunda) and commerce skills more than their WS and BS for once.
I wanted them to remember in ON that you don`t have the clout of a big Imperial organisation (or anyone at all for that matter) backing you up, when you start killing you are committing a good old fashioned murder. Watchmen gangs, bounty hunters, angry enforcers and angrier friends and family of killed foes are very real dangers.
That said, your scenario sounds pretty cool too. I might use it later if the guys get a bit of a reputation.
They are more combat oriented, yes, but we have had some missions where combat was not at all the focus, and those went over really well. They know that they aren't in a gang, though I told them that it was an option. They are playing as freelancers, who came together from off world (or at least that's what these two had decided) so they know that, and I have explained the whole cyberpunk/western thing to them too.
The mission I ran was meant to get a feel for the different system, and see how everything worked out with tweaked stats and a lack of Guard-level equipment. So yes, it had combat, but I also gave them the opportunity to use skills and solve it without a shot fired. My players decided guns blazing was more appropriate
"Holestead Rescue" follows a narrative that isn't unheard of in Westerns; strangers in town asked to perform a task that the person asking couldn't do. It is, after all, usually the guy or group of guys from somewhere else that save the day.
As for revenge and consequences, there will definitely be some of those in the next few sessions. I want them to figure out that shooting first and asking questions later doesn't always help.
1. This only produces a range of 23-35 (as opposed to 22-40) by FFG's own reckoning 26-35 is the average for humanity so I think the higher range is justified.
Emphasis mine.i also want to stress that players are not by default a gang. They are essentially nobodies they can choose to form or join a gang as things progress but who wants to be a juve in sombody else`s gang when they can be an awesome freelance adventurer?
Don't these 2 statements strike anyone but me as contradictive?
Yes, and my rub has always been that the starting characteristics in OW are a bit high for the run of the mill, average grunt of the Imperial Guard. Lacking training and a regimented combat lifestyle, it stands to reason that stats in ON should be lower than even 2d10 + 20.