New Scenarios for MartyCon 2025

Martycon 2025 starts today! This is a mini weekend long convention of my friends involving lots of game playing and enjoying rural Western Australia. This has been running for three years now and last year was a blast! As with last year I have volunteered to run another multiplayer Space Weirdos game for the crew. My mind is always full of scenario and campaign ideas so instead of one scenario, I’ve dreamed up two. One longer and more involved, while the second is a quicker more brutal affair. I’ve also made sure to tie them narratively into my Mordax Prime setting.

As always these are multiplayer affairs and I try to include a mix of immersion, differing objectives and emergent play. I really want to maximize the engagement of the players, giving them fun and different experiences each time.

Scenario 1: Void Ship Boarding Action

For my main scenario of the weekend I wanted to continue one of the more recent Mordax Prime narratives; the manifestation of a Saint on Helios Magna. Additionally, I wanted to replicate the tight confines of a boarding action in a 40K setting. We pick up the story where the villainous Ferrymen seek to escape the system in their ship, only to be boarded by the pursuing Imperials.

Setting the Scene

With a roar of void engines the Revenant bore away from the world of Helios Magna. The blighted Ferrymen and their cargo were safely on board, and it was time to strike for home. Mad Claw stalked the bridge nervously, the authorities would be on to them soon enough and he needed to escape fast. Raiding in the heart of an Imperial system was decidedly not his style, he preferred isolated settlements or orbitals. But the rewards offered by the Ferrymen were too good to be ignored and worth the risk. So, he had thought at the time.

Klaxons screeched over the vox system, enemy ship closing. But from where? The adversary must have been jamming his sensors. Mad Claw realized that his pursuers had much faster ships than anticipated. Though hardened and battle tested, the Revenant was no speedster. Intrigued, he squinted at the viewing screen pausing as what he saw sank in. Chilling his blackened soul. While not large, the enemy vessel was painted black and red with the stylized I emblazoned on its foredeck. Inquisition. With a roar Mad Claw bellowed commands, sending crew and servitors alike scurrying to position. It would take all his guile and cunning to escape this trap.

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Aboard the Strike Ship Purgator’s Blessing Inquisitor Jaegermann watched the pirate vessel draw closer. His teams failure in the Drula Sector of Helios Magna had enraged him. But on reflection, fighting a three-way battle to the objective had been his error. Hurriedly he made amends with the understandably angry Prioress of the Veiled Light.

A team of Lancet marines and Battle Sisters supported by a contingent of Inquisitorial storm troopers stood by as the Purgator’s Blessing closed the distance. They could not let these foul heretics escape with the so-called Saint. Who knew what the Ferrymen had in store for the poor unfortunate. A green globe flashed rapidly on the control slate and Jaegermann smiled grimly. Time to bring these wretches into the Emperors Light.

With a lurch the boarding torpedoes released, speeding towards their prey.

Objective

This will be a team game, fought under time pressure. The Imperials have two objectives:

  • Capture the “Saint” and get them off the enemy vessel within 4 turns
  • Damage the Geller field generator to provide an additional 2 turns of game time

The Chaos players must prevent this from happening, allowing their ship and it’s cargo to escape the system.

Each team will have a secret objective as well, to add a little spice to the game.

Teams

The game will revolve around two teams of three players.

Imperial

  • Inquisitorial Lancet Hereticus space marines intent on getting revenge on the Ferrymen
  • Sisters of Battle team tasked with retrieving the “Saint”
  • Imperial naval troopers tasked with knocking out the Geller Field Generator

Chaos

  • Ferrymen Plague marines who need the “Saint” to enact a terrible ritual
  • Captain Mad Claw and his pirates who wants his ship kept in one piece
  • First Mate Chaos mutant Head Bustin Billy who wants to destroy as many Imperial boarders as possible

Set Up

The board will be relatively small and full of tight corridors with lots of twists and turns. I want it to feel like the claustrophobic interior of a sprawling spaceship. The Imperials will deploy in the upper right of the board while the Chaos pirates can deploy anywhere else.

Not only that, but the Chaos players will get two objective tokens representing the saint, one real and one false.

Imperials go first.

Sisters of Battle intent on getting their Saint back!

Scenario 2: Under Hive Raid

The second scenario is based more along the lines of the inter gang conflicts of the underhive. It is an asymmetric scenario that should last for just over an hour. I have just finished painting my Adeptus Arbites kill team and wanted to use these 40K lawgivers in a game. The key here was to have an asymmetric game. The outnumbered lawmen on one side and the chaotic, are they allies are they not, gangers on the other.

Setting the Scene

The under-hive gangs of Kasanaan Tertius in the southern hemisphere of Helios Magna are revolting. The Adeptus Arbites have sent enforcers to stamp down on this insurrection. We are playing one such encounter. A small team of Arbites attempts to capture/kill crews of gangers hoping to make their escape from the kill zone.

Objectives

The game lasts for 4 rounds with the players split as follows. Two Arbites players working together, each with a team of 2 stronger operatives. Four or more gang players working individually, each with a crew of 3 weaker gangers. Scoring will work differently for each.

Arbites (collective points)

  • 1 point for each ganger taken out of action by Arbites personnel

Gangers (individual points)

  • 2 points for each crew member escaping off the opposite side of the board
  • 1 point for each Arbites taken out of action by your team
  • 1 point for each opposition ganger taken out of action by your team

Set Up

The battlefield will be set up to represent the warren of industrial tunnels that make up the under hive. Gangs will set up on the right hand edge, hoping to escape from the left side. The Adeptus Arbites will set up in the left hand half of the board ready to capture as many gangers as possible.

To add additional flavour the players will name their gangs and Arbites fire teams.

For those who play space weirdos the stats for this game are as follows:

If an Arbites moves next to a downed/staggered model and takes an action – it is manacled and considered out of action

Final Thoughts

I’m really looking forward to running both of these new scenarios at Martycon 2025. They are both filled with opportunity for emergent narrative to explode. Faction rivalries and player inventiveness is bound to make for memorable games.

Once the dust has settled I will report on how they went and any lessons learned.

Drive by Daniel Pink: Motivation in Leadership and Dungeons & Dragons

Today we delve back into the world of leadership books and their potential D&D application. In his groundbreaking book Drive: The Surprising Truth About What Motivates Us, Daniel Pink challenges the traditional notions of motivation, which primarily focus on external rewards like money and punishments. Instead, Daniel Pink delves into the science of what truly drives human behavior, proposing that intrinsic motivation, stemming from autonomy, mastery, and purpose, is far more effective in today’s world. Through a blend of research and real-world examples, Pink demonstrates how these elements can transform the way we work, lead, and even play.

When I first read Drive I found it extremely useful, and still use its principles when leading teams today. Of course, I wondered what the applications might be at the games table. And, whether using them in our D&D sessions might help in their “real -world” workplace application. Below I look at the three motivations below highlighting their leadership and possible D&D applications.

Autonomy

Application to Leadership: Empowering team members with autonomy fosters a sense of ownership and responsibility. Leaders who trust their teams to manage their own tasks and make decisions create an environment where employees feel valued and engaged. This approach encourages creativity and innovation, leading to higher productivity and satisfaction.

Application to Dungeons & Dragons: In D&D, giving players autonomy in how they approach problems or explore the world enhances their engagement and investment in the game. A Dungeon Master (DM) who supports player-driven narratives can create a more dynamic and enjoyable experience for the entire group.

This also applies to the players themselves. Letting your friends make their own character decisions, regardless of the outcomes, makes for a more engaging and fun game. Always being told what your character should do is a simple yet effective way of removing all the enjoyment.

Mastery

Application to Leadership: Encouraging a culture of continuous learning helps employees strive for mastery in their roles. Leaders can foster this by providing resources, feedback, and opportunities for skill development. A focus on mastery not only improves individual performance but also strengthens the team’s overall capability.

Application to Dungeons & Dragons: Players enjoy progressing their characters and mastering new skills or spells. A DM who acknowledges and incorporates players’ growing abilities into the story makes the game more rewarding. Providing challenges that align with their skill level helps players feel a sense of accomplishment and growth.

Creating encounters that test the players abilities by providing a tough or unexpected challenge can help players feel that sense of Mastery when they succeed. Or even when they fail and learn from their mistakes. Alternatively, a game without challenge, does not hone this motivation and consequently will likely fall flat.

Purpose

Application to Leadership: Connecting work to a larger purpose can significantly boost motivation. Leaders who communicate the “why” behind tasks and projects help employees see the impact of their work, fostering a sense of purpose and meaning. This alignment with a greater mission can drive long-term commitment and passion.

Application to Dungeons & Dragons: A campaign with a compelling purpose or overarching goal can make the game much more engaging. When players understand the significance of their quests and how their actions affect the game world, they are more likely to be motivated and invested in the outcome. A DM who weaves purpose into the narrative creates a richer and more immersive experience.

This sense of purpose allows the players to band together. Their characters may be at odds with one another, or not normally ally with the others. However, having an overarching purpose lets the party evolve into a team, all pulling in the same direction.

Drive by Daniel Pink: nice graphical summary

Final Thoughts on Drive by Daniel Pink

Daniel Pink’s Drive provides invaluable insights into the power of intrinsic motivation. By embracing autonomy, mastery, and purpose, leaders can cultivate a motivated and effective team. Similarly, Dungeon Masters can enhance their games by integrating these elements, creating a more fulfilling and enjoyable experience for players. Whether in the boardroom or around the gaming table, understanding what truly drives us can lead to greater success and satisfaction.