You Don't Have to Use EVERY Rule in Necromunda - Necromundown 21
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- เผยแพร่เมื่อ 26 ส.ค. 2024
- Necromunda has a lot of rules. Perhaps... too many? Join Mitchell and Joshua for the rundown on why you don't have to use every single book in YOUR Necromunda campaign
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Something I like about Necromunda is the permissive language the books use. The emphasis is very much on the idea of the books being a set of tools for the arbitrators to construct an experience to suit the play group.
👏I have been a BIG Necromunda-Fan for 20 Years now... thanks for the Necromundowns! Watched all of them back-to-back! One thing: would it be possible, that you guys show the book/item/miniature on the screen (in a corner) that you are talking about, please?
Woot woot did I hear delaque is next?!? I'm pumped!
Of course this video was very helpful as well to basically choose your own adventure with your group (in my case a new group)
Handy discussion, we recently got into the game and the mess of overlapping rules and modules on the core very nearly turned us off it entirely.
A handy followup might be how you would run a campaign for new players in the current rules environment - what you'd keep, what you'd cut, and what house rules for arbitrators you'd recommend.
We should revisit that - we're kind of waiting for the new Hive Secundus stuff to drop, to see if it brings a good starting point (or should just be avoided)
Thank you guys! 👍
Exactly. Well done material, people get overly dependent and slavishly loyal to what is written at times.
In our current campaign (outlands) we added scenarios from other campaigns and just picked the original rewards, we added npc zombies thst completely derailed the game, and its so much fun
Its YOUR game. And YOU can do whatever YOU desire.
Nooo must use every rule…. * explodes *
We've just rolled into Cycle 4 in our current campaign, and these thoughts reflect mine very closely. In our previous campaign, we ran a by-the-books Dominion campaign with no frilly extras beyond what was available in the House books or any Hangers-on from any source that could be used. In this campaign, we're running the Dome Rush variant campaign, and set it in a Badzone. I used the Apocrypha book to help develop an NPC. There are incentives for players to use the Badzone rules in The Book of Peril. As much as I want to in a campaign someday, we decided not to use Alliances as they add so much more requirements and stuff to manage for players... and generally speaking I've found players are terrible at book keeping.
I put together a big pack for the start of our campaign, which includes expectations for players, plus a step-by-step guide to handling pre, post and things to do during a game (eg XP and injuries), and even things like where to find Hangers-on and a huge appendix of where to find missions and which ones you can choose to play (ie not Arbitrator ones etc).
Each Cycle I produce a mini-pack that offers a little narrative, and includes any specific rules that might be required in that cycle: NPCs, special Trading Post items, even scenarios.
There are even core rules that I would advice getting rid of. Take the Stray shot rule, for example. Is it thematic? Yes. But it alone will easily add 30 minutes to the time it takes to play a normal game, especially if you play on dense 3D terrain (which you should, IMO). Plus, the rule is so easy to abuse.
It's true, you don't, but I do, so send me your books!!! 😂
Another great Video guys. Been following and eating up your necromunda content vividly. Our group started playing 5 months ago and you and the other necromunda youtubers have been a big help for us to get our campaigns rolling. I just wanted to add some thoughts and ideas we have used in our group. I come from a background of RPG's and Tabletop wargaming spanning 30 years so when i came into N18 (used to play the old edition back in the day) I came with a wargamers perspective fresh off AOS and 40K, I quickly realized it was much more like D&D as you guys just said! So from the get go i decided to operate with my gaming club as big D&D party going into the underhive. This meant i was a GM and they were going on an adventure. Their gang would be their class and I would make a campaign, adding the "Modules" (read books) that i would use to make our first Campaign. To be honest, i did not go smooth. Necromunda is a very complicated system. So in the end we had lots of changes, Rules were misunderstood. Some Gangs turned out to be very OP and others well, They could barely win a fight. In the end our we cut our first campaign short and I was approached by another player who offered to Co- Arbitrate with me. He had way more time and energy than old dad here. So we took off into a new campaign. We did the following
1. made a player pack. We went through all the books and rules and had a brief discussion. then we wrote our gaming clubs house ruleset. docs.google.com/document/d/1WvxKDYjw1kLE5YE3qRDORG6va562xPJB8UN6QrwQw3A/edit?usp=sharing
2. We made sure everyone had access to all the stuff. Google docs, Rules. Necrovox. yaktribe. all of it. (the players didn't bother to read it all but, hey)
3. Were conciouss about what kind of Experience the other 8 people we play with wants and try to match that.
We did all of this before i watched this video. But you clearly state the same so I can honestly say. Treat Necromunda like an RPG and make a House rule document.
If you read this far, Thank you for your time and good luck in the underhive. Love from Denmark
Man, I would love to see someone streamline all these rules!
The mini campaign on goon hammer is a great place to start. Rules light for new players so they don't feel overwhelmed.
Thank you guys for another really helpful video. I truly appreciate the advice you give. Y'all are awesome and the reasin I'm playing in the first place🙏😃
Agreed. Then again, I run Necromunda using Grimdark Firefight by OPR, so I just do what I want anyway. Cheers!
I add even more rules!
Roll for every fighter if you fight on a Monday to determine if you ganger suffering from hungover, decrease Toughness by 1
If your fighter takes fighting increasing drugs, roll for every concurrent use, if you roll lower than the number of tooked drugs during camping, ganger becomes a drug addict, you have to buy this ganger new drugs and take it in every scenario, ganger got +1 save versus toxins and gas.
If a fighter have a grenade and set on fire, roll ammo check for a grenade, on a failed check grenade explodes with a centre on a ganger
You can move and shoot with heavy flamer in the same turn.
Vehicle rules are from gorkamorka + manoeuvres
Best GW game system
Make a video about Trading Post items and tell how to change those that are too weak or too good.
Love your content