Player who know NOTHING about warhammer universe.

By Kapelan, in Dark Heresy Gamemasters

Hello. I want to run a campain with players who dont know the universe...at all. In a sence they are the perfect players for roles of imperial citizences who dont know all the chaos signs / know the space marine lords by name and dont know the dark eldar cabals by there colors. But it puts a great responisbility on me as a GM I am now an ambassador for the whole 40k universe. I seek your aid in my goal...

I already know i simply cant start my campain in Hive city it too complex even for people who consider themselves familiar with the universe. So I am developing a world, an advanture where they can relate and understand whats happening (You have to admit 40k works by some strange rules).

Brewing up a peripheral world very similar to ours. Where nothing back happend but was established as a colony 400ish years back so the wrold have a couple of towns but only one starport. Why Inquisition is suddenly interested in it? Why of all the populis my players are selected as worthy cadidates? or make this advanture the reason why ? Then what event happened so they have the opportunity to show there hidden talant? Ork invasion? Necron awakening? Tyranid Ifestation? Or chaos corruption? In what position should my PCs start? Lets Brainstorm this?

That's a VERY large question here- I think we should first establish more appropriate boundaries to the question!

Do you have a general idea for a long term campaign or opponent you'd like them to face?

I do have one suggestion though- but I guess that depends on exactly how your intending to introduce your player to the universe. I would advise against "a modern" setting right off the bat- in that you should try to inject some 40k right off the bat: things have changed considerably in the years gone by and a sudden shift mid-play might be more jarring then starting them completely cut off, then BAM, throw em off-world.

Now, depending on where the characters come from, there might be many different reasons why they would have joined the Inquisition. Again, this is based on the approach you want take: did they start off the game already part of the Inquisition, do they all come from the same homeworld/origin or are they going to be recruited during this very mission? Depending on the background of the characters, it changes what things they may or may not know- I don't think representing a Hive World is THAT crazy- there are a number of pictures on the internet that can help get your point across when describing the claustrophobic environments and horrendous lives of people who may or may not never seen the sun because of a large metal plates over their heads. Alternatively, they can all be part of some Feudal or Feral World and be REALLY ignorant of the big universe as a whole.

My point is- your better off starting them in a small section thats part of the universe then another planet completely removed from it if you want to ease them into the setting ( at least that's my opinion. )

Now, as for a campaign- or the Inquisition's interest: for some standard villains, you can always go with Chaos Cultists- everyone can relate to why you need to kill those (Especially Khornites). If you want more moral debates, more gray or just an exposure of another facet of the world, you can try Heretechs (Whose ideas for progress goes against Imperial Creed)- but, for people who aren't familiar with 40k, playing Tech-priests or having a "heavily tech-party" would be difficult, its difficult to explain the exact value of Mars and the Mechanicus to people who might assume right off the bat- "40k into the future!? Flying Cars and Tiny Cell-phones! Super-tech everywhere!"

The Inquisition could be there to investigate a recent streak of murders or kidnappings or perhaps a strange body that was found carved up with strange, occult symbols.

Speaking of finding strange bodies- Edge of Darkness is a great starting adventure If you want to just run that and focus on fluffing up the world and the hive instead of working from scratch.

Thats it for now, let me know a bit more about your players and were likely be able to expand on all this.

I am greatfull for your imput.

Length ... It depends how it goes. I am planning on createing a series of small issues that they can resolve in 1 sitting. As for the opponents...What about there own world? If there world is only 400ish years old its about time the populas grown enough so it will start encountering undiscovered psykers, civil unrest ( New generation start to ask too many questions and not happy giving so many resources away and even having to be conscripted for wars they never started), criminal elements start to emerge and so on.

Somewhat controlling the character creation is the way to go. I am almost 100% sure that the planet they start will be there homeplanet. So for the 1st time they go to space will be exiteing for there charcters as well as the players (not the only reason though).Maybe there are all from the same town. Maybe they are childhood mates. Maybe dont force them to pick a class right of the bat? Maybe give them a list of Skills they have as options to define there characters. And when it makes sence I will make/let them pick a class.

I am preety sure they will not start as Inquisition's "imployes". I want them to understand why they have been selected and not because they are PCs. I want them to feel proud of there caracters let me elaborate on that. In face of danger I want them to ACT when there peers cover in fear and die. So there 1st advanture should be not an investigation but a reaction to an event.

Players themselfs are not experianced roleplayers all 3 of them... Well one had some interaction with roleplaying (forum RP).

I will explain there tech level as mid 90s. And starport only in capital city.

Kapelan said:

Hello. I want to run a campain with players who dont know the universe...at all. In a sence they are the perfect players for roles of imperial citizences who dont know all the chaos signs / know the space marine lords by name and dont know the dark eldar cabals by there colors. But it puts a great responisbility on me as a GM I am now an ambassador for the whole 40k universe. I seek your aid in my goal...

I already know i simply cant start my campain in Hive city it too complex even for people who consider themselves familiar with the universe. So I am developing a world, an advanture where they can relate and understand whats happening (You have to admit 40k works by some strange rules).

Brewing up a peripheral world very similar to ours. Where nothing back happend but was established as a colony 400ish years back so the wrold have a couple of towns but only one starport. Why Inquisition is suddenly interested in it? Why of all the populis my players are selected as worthy cadidates? or make this advanture the reason why ? Then what event happened so they have the opportunity to show there hidden talant? Ork invasion? Necron awakening? Tyranid Ifestation? Or chaos corruption? In what position should my PCs start? Lets Brainstorm this?

1. Sounds like great fun. You might need to explain some stuff to them once and awhile but none of them will be a besserwisser on you at least (I know this has happened in VtM and I'm sure it can happen in any Warhammer RPG)

2. Indeed it does. I would suggest a civilized world close to our planet in terms of technology, or a feudal world if they are mor into that OR a more advanced sci-fi world if you think that that's what they like. They may have a preference in regards to fantasy or sci-fi and I would personally try to play on that to make it more enjoyable for them.

3. How about strange Xenos ruins have been uncovered and the population show a very concerning fascination with them, or parts of the population are? Inspiration might be Dead Space, Aliens vs Predator (with the Pyramids), Call of Cthulhu, Mountains of Madness or some other sci-fi story or movie with a story like this.

Interesting setup.

Here are my 0.02 thrones….

First you need to establish what 40k means to you. For me, it is:

ruthless, arbitrary authority

Superstitious, semi-religious use of technology

Dangers within and without society


As the 40k setting is extremely rich, you always run the risk of overloading new players with (too much) information so my suggestion is to take it very easy and introduce new concepts very gradually. In this case, I’d start the players on a medieval world. The basics of such a society are easy to comprehend for most new players. They live in a small village and have common jobs. Beyond their local lord, there is a High King (the planetary governor) who demands a tithe of men every so often to fight a war in a far away land (so they think). This is feared by the commoners as those sent away are never heard of again.

In this setting, it would be easy to first introduce the clergy and the local version of the Imperial cult. Perhaps throw in a lynch mob to kill a few mutants while singing hymns to the distant Saviour God of Mankind.

As to the adventure plot, I’d have an Inquisitor (not that anyone knows what that is, just play it as a very powerful nobleman) conscript the players as hired muscle. Perhaps his regular entourage has been killed or he simply hires several groups of locals to run down leads for him all over the planet. The medieval world is deliberately kept at this level by sector authority to ensure a tithe of suitable guardsmen. But now modern weapons have shown up and some lords are settling local disputes with them. Before they become strong enough to challenge the governor/High King, an Inquisitor is trying to find the source of the weapons and the person who defied the ban on introducing modern technology. This could be a crime lord or a heretic cult or whatever works for you.

The players are taken from their familiar surroundings and have to go on a journey. This is a popular adventure theme and allows you to introduce the players to new knowledge or experiences as you go. You can go as fast or as slow as suits your group. From traveling to a city, to court intrigue to gladiatorial or knightly battles etc. Eventually, the players will find some of these modern weapons (say lasguns) and may have to be trained in their use by their Inquisitor by having to learn the holy rites necessary to load, remove safety and fire the weapons (introduce Tech-Use/Tech Priests) as the source of the weapons is too well guarded to be defeated by the primitive weapons used by the local forces. Having been exposed to modern things and having helped the Inquisitor, the players may have ‘earned’ their place as acolytes and the next step is leaving the planet and find out there is a whole galaxy out there….

ranoncles said:

t that is, just play it as a very powerful nobleman) conscript the players as hired muscle. Perhaps his regular entourage has been killed or he simply hires several groups of locals to run down leads for him all over the planet. The medieval world is deliberately kept at this level by sector authority to ensure a tithe of suitable guardsmen. But now modern weapons have shown up and some lords are settling local disputes with them. Before they become strong enough to challenge the governor/High King, an Inquisitor is trying to find the source of the weapons and the person who defied the ban on introducing modern technology. This could be a crime lord or a heretic cult or whatever works for you.

I like the hell out of this idea.

I like what Ramoncles has suggested. A slight variation instead of weapons: Genestealers.

If you're familiar with how it is done in Call of Cthulu, I would suggest drawing inspiration from that approach.

Are they Players getting pre-made characters or do they get to make their own?

Brilliant idea, that Feudal World scenario- I regret not starting out my players that way now :P

Maybe the next group!

Saldre said:

Brilliant idea, that Feudal World scenario- I regret not starting out my players that way now :P

Maybe the next group!

Same!

No, is the short answer . They will create there own but with my help, Our 1st session will be probably me familiariseing them with the rules, createing characters with them, telling them about the world. In a way they will create characters as I flash out a world before them.

Kapelan said:

No, is the short answer . They will create there own but with my help, Our 1st session will be probably me familiariseing them with the rules, createing characters with them, telling them about the world. In a way they will create characters as I flash out a world before them.

Well then, You have the perfect opportunity to use the character creation to help set the stage for your game. The character's homeworld, career, name and quirks can help you establish the character in the setting. By taking a few moment to invest in the character's past helps the Player and gives you plot hooks for the game.

Doing it this way would also make it easier to allow the Player's the freedom of the career they want to play. Also, by doing it this way and allowing the Player's to have a say in the type of Inquisitor they will eventually sevre knowingly or not. This will also help You create appropriate stories that the group might be interested in.

With a well set up character ncluding backstory/prelude it doesn't matter where you set the game because the Players already have a grasp of their characters in the setting.

As for starting planet, try an agriworld with a feudal society with an isalnd that is full of "magic". This island of course is a spaceport and city. There probaly is a port that processes the product/food/natural resources be for shipping it to the space port/elevator. Some of the final product has been tainted which has led the Inquisitor to the spaceport, to the city, to the port city with refinery to the countryside...

Heck if any of the Players show any incentive to take it upon themselves to learn more about the 40K universe they could even be an off-worlder (Imperial Guard or Arbite) that accompaies the Inquisitor and already in the "know"...

Epoin said:

Have them watch the first 15 min of the Judge Dredd movie. This would give them a decent idea of what a hive city is, what what arbites are like

The scene for your enjoyment http://www.youtube.com/watch?v=BWhUh8RkRfg

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Yeah Judge Dredd is pretty good material on the hives. Although the advice earlier in this thread about the Feudal world sounds absolutely perfect for those new to the setting but used to D&D.