oh and the triangles are markets, i haven't figured out any rules for that yet but i figure if you control a lot of them maybe it'll give you a re roll or something on the rare table.
the white triangles are outlaw markets, they'll let you roll on the outlaw table.
the blue lines a mass transit line, i need to write rules for that too.
Yeah I need to invert the raid value (or just clarify). By "win" a leadership test I meant roll a d6 and add the value, like it's usually done (isn't that a rule? i thought in necro that was like a normal term).
You make a very good point regarding scenario objectives. What I'm going to have to do is look at all of them and just think about how they fit into a map based campaign. What I might have to do is write up new results for all of the objectives.
Ugh, testing the economy sounds exactly like the kind of grunt work that makes campaigns like this work but no one wants to do. It's obviously pretty necessary, maybe I can convince someone else to do it (given that I've done all the rest of the work to date).
So this is the revised hex map, the other one was considered both too large and unbalanced (both criticism I agree with):
You're right - the player's ability to bid has nothing to do with his gang. So, if meta elements in general make you unhappy, definitely don't include it. However, they can be pretty fun and they can work. I played in a campaign once with a similar mechanic - a caravan went through town each week and there was bidding run by the Guilders to see who escorted it. It's a good money sink to drain the wealth of gangs that just have so much money they don't know what to do with it, and give the other gangs a fighting chance.
I might make the die type a D8, D10, or D12. With a D6, it's much more about your gang size than your roll, and Necromunda is almost always benefited by more randomness.
"It'll force the players to either grab lots of hex with valuable territories and continual pay what'll basically become a "tax" to the Arbites or try to scrape by out in the shitty hex but keep all their profits."
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the white triangles are outlaw markets, they'll let you roll on the outlaw table.
the blue lines a mass transit line, i need to write rules for that too.
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You make a very good point regarding scenario objectives. What I'm going to have to do is look at all of them and just think about how they fit into a map based campaign. What I might have to do is write up new results for all of the objectives.
Ugh, testing the economy sounds exactly like the kind of grunt work that makes campaigns like this work but no one wants to do. It's obviously pretty necessary, maybe I can convince someone else to do it (given that I've done all the rest of the work to date).
So this is the revised hex map, the other one was considered both too large and unbalanced (both criticism I agree with):
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I might make the die type a D8, D10, or D12. With a D6, it's much more about your gang size than your roll, and Necromunda is almost always benefited by more randomness.
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Sounds like real life.
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