So, I'm really enjoying the campaign I'm involved with at the moment -- I've tried forces from the Judges, Street Gangs and Lone Vigilante lists, and have aims to try out pretty much everything. Since the campaign's been going on for weeks, I just might, as well.
I've been discussing with the other players the ways in which we'd like to see things changed. None of the other players post on this forum, so I'm sort of the spokesperson for the moment.
Thankfully, there's not a lot of change we'd like to see, and as has already been said (albeit by cheetor, not me) the core mechanics are great; they're fast, and fun, and very suited to Judge Dredd.
First, battles really need to net a lot less creds. At the moment, two games (which is very possible in one gaming session, thanks to the speed of the game) can double the size of your force. This can be addressed in a number of ways:
a) Just make it so less Credits are handed out (e.g. 20% to the victor, 10% to the loser);
b) More incidental equipment;
c) Have purchasable resources;
d) Minions should die more easily.
I'll come back to the last two points individually.
First, the idea of purchasable resources. If there were restrictions on how many heavy weapons (for instance) a force could take, it could make a one-off purchase to buy into better contacts, yielding it access to more (or better) equipment. So, for instance, if a force could normally take two heavy weapons, for the one-time fee of buying a Contact (for, say, 100 Credits) it could now take up to four.
It's not just limited to equipment, you could pay for a Bribe, and get allies from a different force that were more than Mercenaries (Mobsters could Bribe some Apes to help them out; Punks could Bribe a corrupt Judge, etc.). I'm sure there are lots of ideas for these things.
Now, to minions. Oh, how I love my minions... but I think they should die more easily. At the moment, we're applying the full injury roll rules to them, and it's bogging things down a bit. Perhaps that's an oversight, and that's not how things are supposed to be done, but having an odd minion with -1 to Move or -1 to Agility slows things down with constant checking of force lists. And that's what Heroes are for.
So, maybe something more like this:
1-5: Scratch
6+: Dead, ran away, quit, or arrested (any way, not coming back)
With a Damage modifier as normal.
A less harsh version of that could exist for minions who failed Will to Fight rolls, and those who were arrested by Judges.
Right, now for just a quick begging-list.
Dear Santa, I'd like some more scenarios (bank raids, chases, whacking the most experienced Hero, etc.) and some light vehicles (e.g. motorbikes) for lists others than Judges and more Talents (see my other post) and more gangs with robots and Kleggs and zombies, and a pony.
Okay, that's me done for now, off to try and persuade some Necromunda players to join in the campaign...
I've been discussing with the other players the ways in which we'd like to see things changed. None of the other players post on this forum, so I'm sort of the spokesperson for the moment.
Thankfully, there's not a lot of change we'd like to see, and as has already been said (albeit by cheetor, not me) the core mechanics are great; they're fast, and fun, and very suited to Judge Dredd.
First, battles really need to net a lot less creds. At the moment, two games (which is very possible in one gaming session, thanks to the speed of the game) can double the size of your force. This can be addressed in a number of ways:
a) Just make it so less Credits are handed out (e.g. 20% to the victor, 10% to the loser);
b) More incidental equipment;
c) Have purchasable resources;
d) Minions should die more easily.
I'll come back to the last two points individually.
First, the idea of purchasable resources. If there were restrictions on how many heavy weapons (for instance) a force could take, it could make a one-off purchase to buy into better contacts, yielding it access to more (or better) equipment. So, for instance, if a force could normally take two heavy weapons, for the one-time fee of buying a Contact (for, say, 100 Credits) it could now take up to four.
It's not just limited to equipment, you could pay for a Bribe, and get allies from a different force that were more than Mercenaries (Mobsters could Bribe some Apes to help them out; Punks could Bribe a corrupt Judge, etc.). I'm sure there are lots of ideas for these things.
Now, to minions. Oh, how I love my minions... but I think they should die more easily. At the moment, we're applying the full injury roll rules to them, and it's bogging things down a bit. Perhaps that's an oversight, and that's not how things are supposed to be done, but having an odd minion with -1 to Move or -1 to Agility slows things down with constant checking of force lists. And that's what Heroes are for.

So, maybe something more like this:
1-5: Scratch
6+: Dead, ran away, quit, or arrested (any way, not coming back)
With a Damage modifier as normal.
A less harsh version of that could exist for minions who failed Will to Fight rolls, and those who were arrested by Judges.
Right, now for just a quick begging-list.


Okay, that's me done for now, off to try and persuade some Necromunda players to join in the campaign...