Proto-GM seeks advice...

By Teg2, in Dark Heresy Gamemasters

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... sad.gif

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.
  • 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... demonio.gif
  • 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!

Teg said:

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.

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.

1) Most players don't like to be rail-roaded ie have to things the way the gm plans. I go with the sand box approach. The NPCs have a goal and the PCs have one too. I'm comforable for either to group to fail or succeed and gm from there. Just make sure that goals have some conflict/harmony so that PCs will want to interact (ie Kill & talk) to the NPCs.

2. Plot line... a really good example of a sandbox plot is the Edge of Darkness. It can be downloaded from the dark Hersery site. Read it and mod at will. happy.gif

3. You can run without a battlemat, but it is easier for me to visualize the combat with Figures and a battlemat. Both styles are cool just different styles.

4. Be flexiable with your adventures. And always have a Go For IT attitude.

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.

You can do both. Myself and others like to think of DH as a Batman type of game. You have combat, but you do alot of investigation. You also try to keep a low profile in the area you are in...using cover IDs and the like.

Check out the Edge of Darkness scenario, it's pretty much what you are describing.

Talking "the enemey"

Since you are comfortable with the nightcult and developed a concept, I say stick to it . I did not liked it so much, but the most important thing is that you are comfortable with your plot and you have a vivid image of what is going on.

Talking no go
do not create ueber-npc who steal the attention away from the pc. Use your Inquisitor only very-very sparingly. make him busy with other things... but show the players the RESULT of this "other things". Otherwise, this "the boss isn´t here" will feel "artificial".

Do not be nit-pitting abot equipment. Hand equipment to them. Player like it if they feel that they actually got back up. But don´t overdue it. Oh, and give em micro-bead-vox. Anything else will slow down game unnecessary

Talking about "do it"
I say GIVE EM HELL!. This does not mean "combat around every corner". Better even if you use it sparsely. But throw them into combats where the odds are against them. Things your would say "boy, one of them is going to die in that". But never a "simple slug out". Always complicated terrain. Your pc WILL come out with clever ideas that make them win the day. And they will feel good about it, even if it burned a fate point. They will feel like heroes.

Incorporate a space situation once, a in-the-wild situation once and a "hive-like" situation once. So, all your little "specials" feeld needed.

Oh! Prepare the "social arena".

Come up with nsc they will have a lengthy conversation. Prepare certain lines. Study the answers the "speaking pc" gives. At the end, decide what dice to roll and really-really be generous for good rpg-bonus.

Reuse NPCs that don't die. Bring them back a few games later. Allies, enemies, and in betweeners.

If you have some RP centric players, ask them to develop a short back story, then throw in plot elements that use/abuse their past. For players who just want to kick butt, tell them how they were once beaten up by an NPC, then bring that NPC in as a boss (or mini boss).

Use a mix of combat advesaries, so you can threaten everyone. Man stopper bullets are a godsend. When your min/maxers start using a piece of equipment or a tactic to good effect, have the cult adapt.

Have over the top settings, for both investigation and combat. Look at all the cool 40k artwork and bring the cool factor into your descriptions.

Most of all, have fun. Every GM had to start sometime.

Nojo509 said:

Use a mix of combat advesaries, so you can threaten everyone. Man stopper bullets are a godsend. When your min/maxers start using a piece of equipment or a tactic to good effect, have the cult adapt.

Just don't overdo manstoppers (and penetration in general). They make any armor 3 or less useless which is stupid if it happens too often. When wearing flak armor has no tangible benefit your players will soon just scrap it. Also keep a few adversaries with primitive weapons (so that any non-primitive armor point makes double the difference - even if it means they can't be hurt it will make them feel it was due to their armor).

What I want to hint at is it takes from the immersion if armor is no longer armor (due to the crude penetration mechanics). Wearing armor carries its own cost in social situations or when being undercover.

Give awards for roleplaying, just having fun, and the like.

1-3 free elite advances for a good written background. Award 1 for doing it. 2 if it's over a page. 3 for outstanding background. Elite advances are skill or talents outside the PC's advancement tree.

Bonus 50-100 XP for the best role player that night.

Fortune point awards for good in game roll playing. (I use poker chips) Fortune points work like fate points only you can't burn them like fate point and they go away at the end of the night.

Fortune point awards for making the GM, and table laugh...