Okay. This is a thread I plan to use as a 'dumping ground' for idea-expounding, gaming reports, background debates and general musing to support a black crusade campaign my players have asked me to create and run.
As usual, the normal 40k RPG sages are invited to peruse and provide advice, critique, useful nuggets of fluff and/or sarcastic pot-shots from the side lines, as they see fit.
( @Lynata , @Cobramax76 , @Angel of Death , @Jargal , @venkelos @Gregorius21778 )
So....
- Whilst we've played Black Crusade before (quite a lot), we've never used the formal 'running a black crusade' campaign rules from the Tome of Decay - previous campaigns all being within the Screaming Vortex or as an individual warband in the Jericho Reach.
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Rather than use an existing region (since it's not likely to survive the campaign!) I decided to create a region of my own.
- Using the advice in the Tome of Decay, that suggests about 12 significant locations. That's enough either for a fairly reasonable subsector, or a full sector with 'just the highlights' - assuming each point on the map is a warzone rather than necessarily a single system - so about 3-5 times that many minor systems are getting bombed/invaded/purged/whatever 'off camera' in the region of each location.
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Since it's my first time using the system, I'm leaning to the former. Making it a subsector allows there to be the rest of the sector immediately 'off the map' to one or two sides, which explains why the warp routes off the map in those directions rather rapidly start filling up with reinforcement fleets and soldiers.
- With 12 systems, you get 2 + 12/4 = 5 'off-map' links; 1 for the heretics' forces to enter by and 4 for imperial reinforcements. If all the Imperial ones are to a given side of the map (let's say coreward for the sake of argument), that helps underscore "rest of sector this way" - and also means a specific policy of attacking one flank and cutting the subsector off from the rest of the Imperium, as well as making narrative strategic sense, will actually achieve something in game .
- That still allows for minor systems to pop up 'off the charted routes' where I decide to throw in a diversion, it should just be less common. And besides, an Imperial system can still include several moons, orbital facilities and other settlements as well as the mainworld.
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I want to give them plenty of time but still make sure there is time pressure. The rules recommend a minimum of 1 campaign turn per system, ideally two, and not more than four.
- Split the difference and go for three.
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There needs to be a
reason
for a time limit, rather than just "
oh dear, the clock's run out, I guess we have to stop playing and go home now
".
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Since there needs to be a specific chaos 'entry point' to the map, and a 'time limit', a warp storm feels like a good narrative
excusetool; you know (roughly) how long the storm will last, and once it's gone:- Imperial Navy reinforcements will have a far easier job reaching the region
- Daemons and sorcery will become massively less effective
- Meaning that if you haven't secured the region by that time and started building up defensive choke points of your own, you won't hold it.
-
Since there needs to be a specific chaos 'entry point' to the map, and a 'time limit', a warp storm feels like a good narrative
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The XP level is something I need to figure out.
- The recommended level of XP to run a black crusade is 140 infamy.
- Starting at higher infamy levels recommends +3 infamy and +5 corruption per 1000XP.
- This means it doesn't really work for starting characters. Making corruption come faster makes sense because it drives the 'pressure' on the characters but I don't want them to be turning into spawn every time they look around - and they will need to burn a lot of infamy to acquire crusade assets (buying a 'host' of troops costs 2 infamy if you're over 100 infamy or 7 if you're below, assuming you don't want to roll dice and have a chance of failing).
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Therefore I was going to split the difference; they won't get 140 infamy each - rather they'll get a decent extra whack of XP, infamy and corruption (maybe 60-70 infamy?) meaning that as a group they're infamous enough, but they're doing it in the name of someone else.
- The obvious name to swear their allegiance to is Abbadon himself (it doesn't mean they actually get to interact with him....or even meet him), who is listed as Infamy "150+".
- I.e. each player generates their own character, infamy et al, but then they will get 150 points worth of infamy to acquire fleets, hosts, cults, cabals and lieutenants. If they don't spend it, they don't get to keep it - it's not "theirs" and if they can't do the job with what they've been provided from the outset, the Warmaster of Chaos isn't going to turn up to help.