Welcome to Librarium Online!
Well, in a month or two, I think I am running a necro campaign at local club thing,
(mostly 15~20 in age) only 2-3 of them have played before, and posibly up to 10
could be joining in,
I can't think up a good plot :3
Currently got lots of random ideas,
1) Cultists find an Epic Mutant™ and start crusading in its name, fight through
fanatics, occasinaly clash with security, then fight a big thing at end
3) chaos did it.
4) generic 'a signal has been found & it's probably an archeotech & there are some
=][= after it too' (the =][= of course has every bit of wargear known, as they do)
5) if i get round to building it: the upper houses have set up a competition, the first
gang to fight to a certain point upwards in the hive gets a Grand Reward™
(involving a verticle table, ie: 5 or so floors, without full line of sight between them,
stair ways & such, sort of like a dolls house i suppose...)
so yeah... anyone think these are any good, or have suggestions of own?
How long do you want this campaign to go on for? Are you using the outlanders book, or any of the other supplements?
TBH if not many have played before you could get away with just a standard campaign using the weekly events, and just tie all of that weeks missions into whatever is going on (so for example if a new dome has just been found perhaps it kicks off a massive turf war making ever since fight that week a gang fight over territory, if there's a hive quake then run the It Came From The Sump mission involving all of the players, etc)
Playing a simple campaign will give everyone a chance to get to grips with the basic rules, and they won't be penalised (any more than usual) for losing a few matches early doors due to inexperience.
An old tried and trusted necromunda plot is that hive quakes have collapsed some part of the local underhive, opening routes down to new territories.
Everyone wants a piece of the action, anything could be down there, and all the gangs are looking to stake it out as their turf.
How about the hive is besieged and all of the PDFs and arbites and such have been called to the hive walls and such to fight the enemy. Many of the gangs have gone away to fight in exchange for being able to keep the weapons they are issued with during the seige.
This would leave a few gangs left with lots of new territory to take and few to oppose them.
IG Best Gen 1st overall of 10 DE 4th overall of 6
Eldar 3rd Overall/Best General of 26--2nd Overall/Best General of 7--1st Overall/Best General of 11
You could end that campaign with the Arbites returning, and have all of the gangs having to fight them off.
10 gangs, in the centre of the board surrounded by the cops, do they team up to fight their way out, or settle some scores while backs are turned? Any gang member that gets off the board survives, everyone else is dead and/or arrested - the gang with the highest remaining gang total wins the campaign! This allows everyone to have a chance at winning, no matter how small - they just need to make sure they kill enough of the bigger gangs ;-)
Hell I think I'm going to start this campaign...