Training exercise for Newbies

By Tattoedbikerdude, in Deathwatch Gamemasters

Hi guys,

I'd like your advice on putting together an introduction training exercise for Monday in DW, for newbies to 40K RPGs (but not to RPGs i general). I'm still not sure what level of opponent they should face.

Some background: I'm starting a new group off tomorrow. They generated their characters last week and I decided to write a small introduction adventure to get them used to the setting. Most of the guys don't have the DW book so I wanted to give them an overview of the Jericho Reach and Watch Fortress Erioch. I have detailed a little of the journey to the fortress and taking the oath in front of the door of the Omega Vault. I want to add a training exercise in one of the training domes. This is largely to give the guys a chance to have a sample combat, just so we can learn the mechanics before we start the adventure properly.

The trouble is as none of us have played DW or any of the 40K RPGs before. So I was wondering what their opponents should be? I want them to win with not more than a few damage each, but not have it too easy. I also want them to face the challenge together with full weaponry, as this will be far more similar to a normal combat for us all to learn.

The Kill Team consists of 5 Marines including a Librarian and Devastator. I was thinking of putting them against a single Hive Tyrant and throwing in some Genestealers if they dispatch it too quickly. I was planning on using the Space Hulk floor plans as an easy layout.

Does this sound sensible? Unfortunately I only have a limited choice of creatures they can face.

I'll post the whole thing on the forum when I finish it.

Thanks

C

I assume this is mostly to test the system, and give your players a feel for how combat works? In that case, I would suggest:

1. Give them a stationary position to defend, with 3-5 access routes for enemies to approach, forcing your marines to move around, without running willy-nilly all over the place.

2. Give them a bonus to cohesion, either from the start or for every creature/horde they dispose. This to get them using more group abilities.

3. Start simple. Make them face 2-3 minor hordes of Hormagaunts//Termagaunts. If your players are anything like mine, they will slaughter them in seconds. Then, everytime a horde goes down, make a larger one take its place. Every once in a while, say, every third turn, add a Tyranid Warrior or 2. Be ready to make split second changes to the amount of enemies they are facing.

4. Give them a simple objective, survive for X amount of turns, and increase the difficulty for that as time goes on.

The only thing I can say about your players chances, is that luck will play a big role. My groups devestator rips through a warrior in one turn, and has even taken down 2 in one burst. Hordes are generally not a problem, unless they get a really lucky hit. Let them have some fun, slaughter some bugs, and make them take a few hits. They should feel powerfull, not invincible.

If you have access to some other WH40k books, you might throw in some Servitors and whatnot, adding some color to the fight.

Thanks, sounds good. I'll throw some hordes at them, and if they do too well a Hive Tyrant on their heads.

If they do ok, but look like they can't handle the Hive Tyrant I was going to cripple it a bit. Possibly start it wounded, and reduce it's Psychic capabilities due to being separated from the Hive mind.

Cheers

C

This may be too late for your game tomorrow, but I strongly recommend the two sample adventures from the support site. I played them as one offs for my group and it taught me as a GM different things about the rules and how my group operated within the role of marines, and explained the basic mechanics of the game pretty well to the players, how marines stacked up agains other enemies, etc.

Some inspiration for Nightsorrow's suggestion could also be gleaned from these two sample adventures (Final Sanction is part one, Oblivion's Edge is part 2- OE has a section in the beginning with a similar situation ot what Nightsorrow suggests, complete with time limit suggestions, and your Hive Tyrant).

Depending on how you set up your encounter, a single hive tyrant with no allies should be cake for a squad of five marines. In many people's experiences the HT (and any master or elite really) ends up being cut to ribbons without it's support staff,

Thanks for your help. I had planned this as a prelude to Final Sanction, just to get the guys used to the combat mechanics. But i had written some intro roleplaying stuff introducing the Deathwatch to the guys who don't have much 40K eperience, and to get the group interacting with each other as characters.

Most of us had only played the original WFRP which we all have plenty of experience with.

We had a change of plans last night as one of the guys couldn't make it. So I didn't start it off, but just gave them a sample combat against 5 Chaos Marines. Hopefully I'll run the stuff i wrote next week. We spent most of the session going over skills and combat mechanics anyhow.

I'll post it on the site once we've played it.

Cheers

C

Though I admire your groups committment to the set-up and knowing what it's all about, I prefer a 1 sheet summary, some artwork that I can rip for any game I do, be it wfrp, gurps, D&Don't etc.

With 40 K you are so spoiled, there is so much out there Graphic Novels (comics), art books, online resources (the Lexicanum) that it does't take long to give a graphic representation of the game, and then chuck them in at the deep end.

Players adapt very quickly, and tbh the combat isn't overly complex - full auto...full auto...full auto.

In my mind if you spend to long "setting it up" you create a huge expectance, which may not materialise in your first "proper session".

Don't worry or stress over the rules, keep the game quick and pacey. If nothing is happening, move it along. Think of the film Aliens - slowish build up, then action for good portion, then the calm rationalising of the situation followed by the final swarm.

If you don't know the specifc rules, gloss over - seat of the pants GM'ing FTW. What is important in a game is

Enjoyment of all people (GM and Players)

A game that is discussed time and time again - Remember when you got 1-shotted by that Tyrinid.

A feeling that time has gone nowhere - despite being asat around a table for 4 hours

A good story. W40K is cinematic, and it's important the story and player actions fit that. Be Epic Play Epic.

Of course there needs to be quiet times as well, and mixing that in with the game is crucial to achieve the above.

I'd go two ways, make them get used to solo mode and squad mode in separate exercises. First, send them against an array of servitors, targetting drones, automated emplacements, and such, perhaps even one on one. Then send them in a squad, show them how much stronger they are. Have the Watch Captain simulate critical injuries and battle damage, "leave no man behind". Then finish it up with a "5 men enter, one man leaves" PvP mission, (nonlethal, but barely.)

What you've done is actually a good idea, as it helps both the players and you get to grips with the system.

Running 'warm-up' sessions for new systems should never be underestimated as a GM tool. It lets you find 'short cuts' and little ways of speeding up combat and making it more efficinet GM-time-wise. It lets you find problems with rules and houserule them in an open forum, rather when character lives are at stake. And most importantly it allows you to get a feel for the system and how much the PCs cane take / dish out, which lets you then learn to balance combat encounters. Which is one of the handful of most important things a GM needs to be able to do.

Cheers. that was the main thing i was worried about. We've been playing rthe original Warhammer Fantasy Role Play for 20 years, so we all know the rules and don't ofen look at the rule book these days. So when we decided to switch to DW and as I am the first GM i though id write the intro in the other thread to help us all get used to the mechanics, and set the scene for the guys who haven't bought the rulebook.

C