World Building 101
This game is going to be a series of interconnected skirmishes and engagements across a single planet, in a living campaign [meaning events continue to shape the world around you even if you are not present at that location] where your actions, as well as success or failures, will help determine the final outcome of that world's fate.
After each mission completion, regardless of success or failure, two or three new missions will open up. Despite the Imperial Guard being the opposite of a democracy, it will be the Players who decide which direction they want their unit to proceed, and which objectives to attempt to complete. An overview of the entire battle will be made available, with updates given each time the unit is rotated back off the front lines for short-term medicae treatment or long-term garrison duty. In the event of a tie in the choice of which follow-up mission to undertake, the GM will be the final deciding vote. :)
There are several aspects of the game that need to be fleshed out before we can begin. These are, in no particular order: Enemy, Location, Unit, and Scope.
ENEMY
The first enemy the unit will face will have to be chosen. I am familiar with, and consider myself a good controller/writer/strategist of, the forces of Orks, Tyranids, and Chaos.
- Orks, because of the very nature of their propagation as a species, can lie dormant on any world and rise up as a threat every few years or decades. It is entirely possible that any one of the worlds humankind has settled is beset by this invasive and warlike species. Agri-worlds, forge worlds, outposts, etc...all can come under the influence of the Green Tide once an initial ork invasion has occurred.
- Tyranids are of course a remorseless and dealy adversary, turning the very air and soil into poisonous death for the armies of man that seek to stop their inexorable progress in consuming a planet. Therefore, for realistic purposes, this would have to be a spur of a hive fleet, or a single vanguard scout ship that seeded a remote section of the planet and was discovered before its initial infestation could grow to deadly proportions. Alternately, the unit could be part of an anti-rebellion detachment sent to remove a genestealer cult infestation on a planet deemed too valuable to enact Exterminatus, or too remote to bring in the Deathwing.
- Chaos has so many facets and subtypes of creatures available to bring against the Imperial Guard that this seems almost too easy a choice. Traitor factions of Guardsmen, summoners, cultists, and so forth leading right up to the actual denizens of the warp itself being brought out onto the battlefield to challenge the soldiers of mankind. Never mind that there would have to be some serious Inquisitorial procedures for the survivors of such a campaign to deal with after it was all over...
I could, if it was a unanimous request, bring forth Dark Eldar, Tau/Kroot, or Necrons. I have rules for all of these, but would be most comfortable having the Players facing a Necron awakening, as I feel I could GM that scenario best with my knowledge and background, rather than the other two.
LOCATION
The location of the conflict will have to be determined. I have already begun making plans for the individual missions, and they are pretty much universal in their design and implementation [with a few exceptions], so it matters not if the Players decide to be on an earth-like planet, a Tallarn-style world, a deathworld, a moon, a hive city, or anything in between. I'm sure this will become a much easier decision once the choice of Regiment has been established, and if it comes down to the Players leaving it up to me to decide the starting location, I am prepared for that as well.
UNIT
The characters will have to decide their Regimental background. I want to keep it very compact and simple from the outset, so there will only be four options available: Choice A, Choice B, Choice C, or Choice D.
Choice A is the standard Cadian 99th Mechanized Infantry found on page 43 of the Core Rulebook.
Choice B is the standard Catachan Jungle Fighter found on page 45 of the Core Rulebook.
Choice C is the standard Mordian Iron Guard found on page 53 of the Core Rulebook.
Choice D would be for the first group of Players [who do not choose Option A or B above] to create a single, unique Regiment to use as the initial jumping-off point for this game. They have 12 points to spend and can choose from the following Regimental types: Reconnaissance, Light Infantry, Line Infantry, Close Assault, or Siege Infantry.
SCOPE
This is actually the least important of the things we need to determine, as it is quite possible that the normal attrition rate of RPoL games will rear its ugly head and allow this game to falter or die. But, in the interests of my own vanity and the future of humanity, we should discuss how far into an actual 'campaign' we want to go. Will this be a one-shot adventure with five or ten missions and completion? Rescue this world and move to another to face a different enemy? Obviously this doesn't have to be answered right away, as the flavor and feel of the game will be felt differently by each player, and their experiences and expectations will shape their decision.
This message was last edited by the GM at 03:47, Mon 31 Oct 2016.