So I have several campaign ideas in the early concept stage and I was hoping to garner some suggestions as to the overarching structure. While Only War as a system makes it incredibly easy to "wing it", I want to help myself and other prospective DMs out by dissecting some of the structure and progression.
For my survival scenario in the case of an outbreak of the Plague of the Unbeliever, I suspect I will have to resort to gold old fashioned improvisation.
The other ideas I have that I'd like to explore are the following;
1 - Players take on the role of a squad of Kasrkin or Tempestus Scions. The endgame objective is quite simple - kill Duke Severus so that the 're-education' of the Dominate can begin. My key issue with this, I suspect, is not knowing where to start.
2 - Now here's one that got me pondering. I'd like to explore things from the perspective of the Severan Dominate. Life as the defenders of the Spinward Front should provide a different outlook on Only War without completely departing from the core design. How does one make a satisfying campaign about defence? Presumably considering that initial success would result in a premature end to the campaign?
I also have notions around an Imperial Navy game, a Tau Gue'vesa game set in the Reach, and exploring a more militarized take on the Adeptus Arbites, but for now I'd like to concentrate on the detailed two.