I want to take an on-the-fly approach to my campaign by putting grabby situations in front of my players (by "grabby," I mean stuff that threatens what their characters want) and letting my NPCs react to what the PCs based on how that threatens what the NPCs want. As such, there's not all that much prep that I can do after the planning stage - how I created my NPCs should pretty much tell me what's going to happen next.
This gets a bit tricky, though, when it comes to combat. I can do it free-form, I suppose, but it feels as though Deathwatch combat only has teeth when it's treated semi-tactically - a cluttered space with cover, bottlenecks and
In other words, the old 40K miniatures maxim of, "The more terrain, the better the game!" seems to apply here.
I also want to make sure that each arena takes into account that any given fight has a bigger purpose than just "I'm going to kill those pesky Deathwatch kids and their darn servitor"; if someone starts a fight, it's because they think they're going to achieve something concrete (take a location, retrieve an item, protect / kidnap a person). That way, it's easier to see if /when someone's going to give up without relying on attrition.
The really tricky part is that as this is an online campaign I'm using Roll20 , which has a very handy battlemap facility, complete with the ability to choose the underlay for your map and pre-generated terrain.
So:
- How do you come up with battle-spaces on the fly? What do you find works well with Deathwatch's unique quirks?
- Are any of you folks using Roll20 at the moment? How do you get results out of it quickly?