The reputation mechanic is odd. There is too many ways to lose rep and not enough ways to gain it. I have seen players with 20 games in and the rep is zero or near zero. Never seen a rep higher than 5.
Had a idea for balancing, have the top gangs fight over something like Plasma ammo (removes scarce keyword for x amount of games) then have the bottom gangs that are falling behind raid the top gangs strongholds. If they have any fighters the top gangs didn't take are on sentry duty (can be run by the arbitrator if player isnt available but can only be put into recovery if injured) then they steal any kit and creds they have in there stash (place loot crates around the table number them and have players carry them off the table and write down what is in each box and at the end of the game they open them and see what they got. Just a idea but I think it could work if some gangs are running away with the campaign
Found this video a few months after you posted it, but I like what you have to say here. I LOVE the effort you put into editing this, even for just a ramble on your post-campaign thoughts; you've got a finely-honed sense of humor. I especially like your comment about gang composition and not trying to make everyone a super-hero. Thematically, Necromunda should be about down-trodden gangs struggling to carve out some safety and control in their lives... and ultimately failing at it. IMHO, the introduction of more high-tech equipment and weapons obfuscates that theme and encourages WAAC players to indulge in creating super-teams if they're not reined in by the arbitrator. Your comment made me think, maybe you should never be allowed to fire a member of the gang regardless of how many injuries they have. If Gimpy George with one eye and three fingers is in the gang, he's still shuffled into that Random (10) deck to see who shows up for that next battle. He's family. You don't cut loose family. Locally, we were about to start a Necromunda campaign just as Covid hit in 2020. We only managed 2 get-togethers in 2021 before it sadly disintegrated. Our campaign didn't use the tactics cards and we didn't miss them. We were all very unfamiliar with the new edition of the game and didn't need the additional distraction... and of course the potential feel-bad moments some of those cards are designed to inflict. We also had a ban on Brutes and Dramatis Personae. The arbitrator designated which territories we were fighting over; there was no cherry-picking by the players. He was quite generous in choosing those territories that would benefit particular gangs that needed help in one way or another. We didn't play on anything even remotely close to a weekly schedule; it was supposed to be once a month, but due to a variety of Real Life variables and obstacles, it's a campaign in cryogenic hibernation at this point. Getting a group to show up reliably every week is really for those people who are committed to the specific game system. I ran a Blood Bowl league for 4.5 years and we had no problem with weekly attendance by most coaches, but each round of the season had a 2-week window because of course stuff is going to come up and make it tricky to be there every time. I'd suggest in your future campaigns going to a 2-week window, but ymmv. It really depends on the people playing and how much of a priority this game is for them. If it's their #1 game, they'll be more reilable. If it's something they're trying out for the first time, either increase the window of opportunity to get those games played... *OR* keep the campaign SUPER-short, like just 3 or 4 games and end it. Short and sweet keeps them interested in playing more.
Spot on mate, we have just recently discussed these exact smoke house rules for our new campaign. We were also going to audit the tactic cards and make a decision on what cards are too game breaking - great vid 🤟
I found your canal just recently, but I really enjoyed it. In my club, we tried Necromunda once, and we had many problems that you have mentioned. I hope that we will try one more and we will have more luck this time. I have to admit that I was terrified when I saw that game in the background. But you calmed me by mentioning that this game is absolutely terrible. I refunded this crap after 20 min or so with this abomination.
Thanks for the vid, I'm currently learning the game although I'm a veteran at the old 95 version. Hanging out on yaktribe to see what rules to change and jeez I wonder if the game can be played as is written (once you sort out through all the erratas and rules inconsistencies)
I mean if your gang is mega dumpstered and like 4 people can show up next time, bottling ASAP is what you have to do or you'll end up in a hole where you always have significant members out
When we ran into similar situations: just hand wave it. For example my buddy and I were the only two playing that game and he went to take a territory but I had 3 people out. I told him hey I'm just going to bottle. How about I forfit the territory we both check off our injuries and we setup the game. Its much more important to play and have fun than be strict with rules unless you're whole group wants Ironman mode.
Aren't there a lot of scenarios where you can play with a smaller group of fighters? I think the key as the person with missing gangers is to try to force one of those battles.
Planning on running a campaign soon for my group 4-5 people, I appreciate this video it's gonna help in my prep work
The reputation mechanic is odd. There is too many ways to lose rep and not enough ways to gain it. I have seen players with 20 games in and the rep is zero or near zero. Never seen a rep higher than 5.
Had a idea for balancing, have the top gangs fight over something like Plasma ammo (removes scarce keyword for x amount of games) then have the bottom gangs that are falling behind raid the top gangs strongholds. If they have any fighters the top gangs didn't take are on sentry duty (can be run by the arbitrator if player isnt available but can only be put into recovery if injured) then they steal any kit and creds they have in there stash (place loot crates around the table number them and have players carry them off the table and write down what is in each box and at the end of the game they open them and see what they got. Just a idea but I think it could work if some gangs are running away with the campaign
Great video - thanks so much and hope the next campaign is even better than the last! Would love to hear about it.
Found this video a few months after you posted it, but I like what you have to say here. I LOVE the effort you put into editing this, even for just a ramble on your post-campaign thoughts; you've got a finely-honed sense of humor. I especially like your comment about gang composition and not trying to make everyone a super-hero. Thematically, Necromunda should be about down-trodden gangs struggling to carve out some safety and control in their lives... and ultimately failing at it. IMHO, the introduction of more high-tech equipment and weapons obfuscates that theme and encourages WAAC players to indulge in creating super-teams if they're not reined in by the arbitrator. Your comment made me think, maybe you should never be allowed to fire a member of the gang regardless of how many injuries they have. If Gimpy George with one eye and three fingers is in the gang, he's still shuffled into that Random (10) deck to see who shows up for that next battle. He's family. You don't cut loose family.
Locally, we were about to start a Necromunda campaign just as Covid hit in 2020. We only managed 2 get-togethers in 2021 before it sadly disintegrated. Our campaign didn't use the tactics cards and we didn't miss them. We were all very unfamiliar with the new edition of the game and didn't need the additional distraction... and of course the potential feel-bad moments some of those cards are designed to inflict. We also had a ban on Brutes and Dramatis Personae. The arbitrator designated which territories we were fighting over; there was no cherry-picking by the players. He was quite generous in choosing those territories that would benefit particular gangs that needed help in one way or another.
We didn't play on anything even remotely close to a weekly schedule; it was supposed to be once a month, but due to a variety of Real Life variables and obstacles, it's a campaign in cryogenic hibernation at this point. Getting a group to show up reliably every week is really for those people who are committed to the specific game system. I ran a Blood Bowl league for 4.5 years and we had no problem with weekly attendance by most coaches, but each round of the season had a 2-week window because of course stuff is going to come up and make it tricky to be there every time. I'd suggest in your future campaigns going to a 2-week window, but ymmv. It really depends on the people playing and how much of a priority this game is for them. If it's their #1 game, they'll be more reilable. If it's something they're trying out for the first time, either increase the window of opportunity to get those games played... *OR* keep the campaign SUPER-short, like just 3 or 4 games and end it. Short and sweet keeps them interested in playing more.
Spot on mate, we have just recently discussed these exact smoke house rules for our new campaign. We were also going to audit the tactic cards and make a decision on what cards are too game breaking - great vid 🤟
Thanks for real, honest guide and feedback. Very helpful.
Glad you liked it. If you run a campaign let me know how it goes!
Preparing one now (Oct '22)
I love your style" Great video, and great content!
Great video thank you. Got me itching to have a campaign.
I was just about to buy that on PS4! Thanks for that & great video. Just started with new necromunda. Thanks.
Excellent. Welcome to the Underhive!
I found your canal just recently, but I really enjoyed it. In my club, we tried Necromunda once, and we had many problems that you have mentioned. I hope that we will try one more and we will have more luck this time. I have to admit that I was terrified when I saw that game in the background. But you calmed me by mentioning that this game is absolutely terrible. I refunded this crap after 20 min or so with this abomination.
This is index the WoW guy for sure
Thanks for the vid, I'm currently learning the game although I'm a veteran at the old 95 version. Hanging out on yaktribe to see what rules to change and jeez I wonder if the game can be played as is written (once you sort out through all the erratas and rules inconsistencies)
It would be like the Cones of Dunshire! If you have any questions or video suggestions that would help, let me know.
This was good, thanks!
Glad you liked it!
Nice video and good points, but do more “podcasts” videos please
Sure, was my first attempt with one that you don't need to "watch". I'll keep it in mind for future content. Thanks for checking it out.
Great video.
Where can we find these house rules?
dasspielkanal.com/resources/
I mean if your gang is mega dumpstered and like 4 people can show up next time, bottling ASAP is what you have to do or you'll end up in a hole where you always have significant members out
When we ran into similar situations: just hand wave it. For example my buddy and I were the only two playing that game and he went to take a territory but I had 3 people out. I told him hey I'm just going to bottle. How about I forfit the territory we both check off our injuries and we setup the game. Its much more important to play and have fun than be strict with rules unless you're whole group wants Ironman mode.
Aren't there a lot of scenarios where you can play with a smaller group of fighters? I think the key as the person with missing gangers is to try to force one of those battles.