First, Hello to the forums!
I'm considering running a game of DH over the next university term, but I don't really know what I'll need (both resources and planning). Before I go on, let me tell you where I stand with RPing and WH40k...
I'm sort of new to RPing, having only started a year ago. In that time, I've played WHFB, Spycraft, GURPS, Anima, Traveller, and few one-shots too. These were more-or-less 8 sessions long (well, the one-shots weren't!), so they can fit into a single term at university. I'm interested to see what the GM's chair feels like, and as I already knew a bit about 40k (having played the table-top for several years now) I grabbed a copy of DH. I GM'd the intro game, 'Shattered Hope', to get a feel for the rules, but now the next challenge is getting a campaign running...
One last thing before I ask questions about GMing, this is what I have: The DH Rule Book; DotDG; CA; the IH; plenty of dice, pen & paper; access to a RPing society (read: many experienced RPers willing to play, though I don't know them personally).
Now the questions!:
1) General things to do/avoid while GMing.
2) Specifically, is there any advice regarding the plot/villains to use? My main worry is getting a plotline that will be fun for the players and not too complicated to run for me. See below for more info on my current campaign idea.
3) What resources do I need to run a campaign? Eg., can you run a game without a battlemat & markers?
4) If you have any other advice to give, please do.
More questions may arise in response to later posts.
My Campaign Idea:
Keep in mind that it should fit into 8 weeks, 1 session/week (though I could call for one or two extra sessions if need be), including CarGen.
After flipping through DotDG I like the sound of the Night Cult. I envisage them as trying to help the Imperium by saving its greatest servants from death, forced to go secret because of hte controvesy they this causes, and secretly backed by a radical inquisitor.
I would start by sending the PCs to investigate some strange goings on, which would lead to a small NC base. Some investigation can show them to another NC hideout, which leads to another, until they get to some form of HQ and reveal the whole organisation. Advantages I can see are:
- If the missions go faster or slower than expected I can add or remove missions to fit.
- Having one big conspiracy helps give a satifactory end to the campaign after 8 sessions. I hope.
- I can understand why the NC does what it does, it's not a generic I-want-to-kill-you-because-I-am-evil cult.
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This could provide an interesting ending if the the acolyte's puritanical inquisitor and the backer fought killed each other, providing the acolytes the option to resurrect one or both of them. Maybe I could even ressurect one of the PCs if they die attacking the cult...
- It allows me to drop the PCs into a zombie apocalypse. 'Nuff said.
However, as this is my first campaign I'd like keep things simple, so if there's a cult/conspiricy that's easier to GM, please tell. Two players who are likely to sign up for the campaign if I run it prefer RPing over combat, but I don't know the tastes of whoever else would join the Emperor's service.
Anyway I've rambled on long enough, so I'll end here. Thanks in advance for any help!