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Message From The Front - An Introduction To Only War
In the grim darkness of the far future, can the Imperial Guard fight back when a rebellion breaks out with surprising force?
TYPE
SYSTEM
EXPERIENCE
AGE
About the adventure
This game is set in the 40K Universe on the planet of Lornorth Secundus, where a rebellion has broken out. Players will be members of the Imperial Guard trying to slip through enemy lines quietly to warn their fellows of the overwhelming enemy forces approaching. Knowledge of the 40K Universe is helpful, but not essential, and I can point new players in the right direction for useful information. "My clerk has examined the records, and we lasted three hours under that assault. A shameful display for us all. Rest easy, guard. I've made the necessary executions already. If you're listening now, the time has passed for punishment, and now we must turn our thoughts to redemption. These bunkers were meant to be last resorts, but there is an old saying from Terra. No plan survives contact with the enemy. This is especially true when the enemy has a dozen tanks and support vehicles we didn't know existed. We're just lucky the rebel scum don't know where all the bunkers are. That's one secret we have from them. Still. We shouldn't be having to play this card so soon. And there are no communication lines to the outside world. No. We have to do this how humanity has done everything. Through sheer force of will and courage. Names have been drawn. Those of you selected for this task will be carrying with you the hopes of the regiment, and of the Imperium. If my clerk's calculations are correct, a small group of you can still outpace the enemy and get word to high command of the situation. Your first priority is to make contact and forewarn them of the increased enemy presence. Your second priority is to request relief for us and let us fight another day and fight for our redemption. If no relief is sent within four days time, then it is our duty to redeem ourselves. If we can only do so by dying gloriously, we shall." - Commissar Carswell When this short-term campaign is finished, there will be the option to carry on into a longer game. P.S. See the google document link on my profile for other possible Only War games available to book
Game style
Combat Heavy
Theater of the Mind
Game themes
Meet the Game Master
About me
The world is a strange and multifaceted place, wilder and more complex than we can imagine. Sharing our stories is the only way to make sense of it, and when we gather around to share in a story as closely as we do in an RPG, then we grow to understand the world more deeply in the process. I have been using RPGs to learn more about the people of the world for over 10 years, both playing and running, and I have a lot more to explore, and a lot of ideas of how I could explore it. I specialise in historical real-world games with a supernatural bent, but I have run games ranging from the grim darkness of the far future, to heroic adventures in the worlds of faerie. I want to see, feel, and share, as many human experiences as I can through this wonderful medium, and if I can make it my job, it would be a dream come true. I look forwards to you joining me on the journey. In addition to the games listed, I have other games which are available for custom booking. Check this link and see if any of them interest you, then message me and we can discuss further. https://docs.google.com/document/d/1JgmS_N5IWzCJu2w1nB6GZuimFFy4Kw490qnEVqVm1RQ/edit?tab=t.0
View Profile →Reviews (6)
Proficiencies
Players say this GM is great at:
Storytelling
Creativity
Inclusive
A great DM- He's DMed both Call of Cthulhu and Deathwatch for me, and both were very engaging and fleshed out worlds. In CoC he put a lot of time and research in a unique setting which was great fun to explore. I also played Pathfinder with him, and his unique characters are always a highlight.
Alex is an excellent GM who has run games for our friendship group for years. With a preference for his own brand of historical settings only made more wierd and supernatural, his games are both entertaining and engaging, with twists and turns and "the real story" of famous historical events being a delight to see unfold. That is not to say Alex sricks to his scripts rigidly however, and he values player expression paramount, creating new story improv seemlessly when players go off script or make an idea that sounds cooler. Alex is great with both experienced and newer players and I'd recommend him to anyone.
Alex is a dedicated and skilled GM and it is a genuine pleasure to play with him. I have played multiple campaigns run by him, in a variety of settings and systems, and each one has been fantastic fun. He’s a brilliant storyteller, able to get me invested in both the main story of the campaign and the various side-quests and b-plots of the world, with both feeling as important and worthwhile as each other. His campaigns are very character driven, with a heavy focus on roleplay; both within the party and with the NPC’s. Whilst his combats are good and entertaining, the real drive is the character interactions. One highlight was an entire session where we the party, magical FBI agents, were forced to go to ground in a fast food restaurant, spent the three hour session locked in a heated debate about the situation we were trapped in and how we planned to get out of it with both our lives and morality intact. Alex’s ability to roll with the sort of random chaos players can bring to a session is one of the best I’ve seen. He’s able to readily improvise around our madness, and balances that wildness against the main plot exceedingly well. That same campaign included a rather disastrous attempt at arresting a casino manager, for reasons best left to mystery, whilst another player actually focused on the main mission. And still, things worked out well with both plots. Perhaps one of the best elements of Alex’s skillset as a GM has been his ability to balance a party. In all the campaigns I’ve played with him (six at this moment), nobody has felt the central character, or been overshadowed by another player. Each campaign, we’ve had our own sessions to shine, and special character beats and arcs, and all in all, they’ve felt equal and we shared the spotlight equally. He’s been able, which is probably the most admirable, has been to balance a team of characters who hate each other. Whilst we the players are all friends, he’s been able to keep our heads in the game, and has managed to balance the toxic attitude we have to each other in-character, and has managed a very safe space. In so far as recommendations, Alex runs very roleplay heavy games with tremendous ability, and whilst I personally prefer his more heavy and drama focused games, his adventure games are great fun. I would recommend Alex to anyone who wants a character driven game, whether it’s a space opera or sci-fi, horror, or fantasy. He runs a clean, safe game, where even in the heaviest and grimmest moments, we can still feel happy to play.
For over a decade now, I have played an assortment of RPGs with Alex as my DM. Starting with Fate, moving on to Unknown Armies, Pathfinder and other more niche systems, Alex has been an exemplary games master both online and in person. He has told stories in many formats and environments - from archetypical fantasy to modern day investigative dramas - and in each one he has been inclusive in both the environment created around the table and the ideas that can be incorporated into his narratives. If you want to expand from the typical table top plotlines, and into areas that will let you explore characters and worlds through play in a way only the medium of RPGs allow, Alex is the DM that you should pick.
Alex is very much the storyteller as a GM - I've played in a couple of games he's run and both were original plots in historical settings, complete with era-appropriate music and NPC cameos of real figures, though his original NPCs tend to be more fun to interact with. You can tell he has a number of threads up his sleeve, but not necessarily where those threads will lead. When we've used a system I'm less familiar or comfortable with he's always very patient with explaining mechanics as often as needed. Similarly, he's unfailingly kind when I totally blank on what my character should do, which is frequent in the more narrative-heavy games Alex specialises in.
Character creation
Creating your character
Character creation will be done as a group as part of session 0. I encourage people to have a character concept ready, and would also recommend having more than one just in case, but the actual mechanics of character building will be gone through together over discord. This is so that players unfamiliar with the system get to take part in the process and learn as they go without feeling singled out, and so that everyone's characters complement each other. Creation will be done by the rules as written, and players will get to choose their regiment, either from a predefined list, or by creating one collaboratively. This will determine certain flavour aspects of your backstory, starting gear and bonuses. Player stats will be determined by point buy.
What to expect
Preparing for the session
Players will need a microphone of some kind to talk through voice chat on a Discord server I'll provide, and while I heavily prefer players have a webcam and have it turned on, that won't be strictly necessary. Once you have access to the discord server, you can also get more access to the setting-specific documents I've prepared. I will be having discussions with any prospective players before accepting them into the game, so please be prepared to just briefly chat about what kind of game you want to play and questions are very welcomed so that we can all arrive at Session 0 prepared and without any illusions. I'll be giving everyone their consent checklist as part of that discussion, so that it can form the basis of our safety discussion in Session 0 as well, and so that anyone that struggles with the open discussion is still going to have their issues addressed. I can provide you with PDF copies of the rulebooks to look through, but you wouldn't need to read through any of it in advance, I am fine with teaching as we go. It could still be very useful to read pages 6-26 of the core rulebook for more insight on the setting if they are unfamiliar, and pages 28-38, as those cover the basic mechanics of playing Only War moment-to-moment. Read more than that if you wish to get a headstart, but most of the other relevant material will be covered as part of group character creation. Other splatbooks that I'll be providing are going to be used primarily for character creation purposes, and are just more options rather than fundamentally changing gameplay.
What Alex Lawler brings to the table
Firstly, for this game specifically, I am planning on running a short, self-contained arc as a sort of 'pilot episode' so that everyone can get more comfortable with the rest of the party, with the setting and system, and at the end of that arc I will have the option for people to continue into a fuller campaign, or if they prefer for any reason, to step away instead. More generally, my main focus as a GM is story and roleplay and I only write my own campaigns. I run an inclusive table, and actively encourage diverse player groups to bring different perspectives to the table. I use the rules as my base point, and will typically stick to them as written, or as homeruled in advance, but I am flexible enough to amend them when the rules prove to be at odds with everyone's enjoyment or with the kind of story being told. I tend to start hands-off, and allow my players as much freedom as possible to approach things as they wish, then make the scene responsive to your choices, focus most on what matters to you, and tailor each game, scene by scene to the party and the players. I love to do character work with my players if you struggle with fleshing out your character or need to know more about the scenario. I do character voices whenever possible and I encourage but don't require players to do the same. My challenges tend to be more based on social, political, or even philosophical difficulty, making difficult decisions and piecing together information. In general I do not kill player characters, but have more specific rules regarding that, see my profile for more information. I can provide access to PDF copies of the rulebooks for every game I run. I use Kenku FM to stream music through discord and always make a playlist, and I have a subscription to the Obsidian Portal campaign management tool, so my players can use it for free. Please see my profile for more details on all the above points!
Equipment needed to play
Computer
Internet
Microphone
Platforms used
Safety
How Alex Lawler creates a safe table
I use Red/Yellow/Green card in place of X/N/O's, and they can be messaged to me privately or said verbally. Session 0 will include creating characters together so we can discuss if anything we create crosses lines for others. I will be sending everyone a consent checklist prior to session 0 as part of first discussions with any potential players. A lot of the campaign is still to be determined, so while other triggers may be introduced, I can use our discussions to avoid anything relevant to those at the table. The listed content warnings are just the things that are unavoidable with the premise and setting given. My Open Door policy is a general one, not just for safety measures, but for anything players would like to discuss. It's something I urge players to use if they have any safety concerns though, and I will never be upset if you come to me with a problem. I will be happy for the opportunity to help.