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I just finished my first session with Dark Heresy and am thinking of starting my own campaign. I am wondering if anyone else has played this system and what do they think about it.
"They say the Darkness consumes you. They don't say what happens after It's done."
I'm still reading through my copy but I have a passel of folks keen to be acolytes, so stay tuned.
I'd certainly be interested to compare notes on running a DH game: system, setting, exploits, glitches and fixes.
The system it self is pretty good, although too detailed for my taste (it's easy to get lost in the number of skills).
I'll gm it, and am really looking forward to setting up a dark, oppressive atmosphere
As rules go, I've made the following changes:
- fate and fortune pts are separate. What you rolled are fortune pts, used for bonuses, and that you recuperate at the end of each session. Fate pts are hidden from you, and will make the difference between life and death
- Fortune pts cannot be used to recuperate D5 wounds. Instead, you can use them to substract D3 wounds from damage you are taking, at the time this damage is inflicted
- Opposed tests are resolved even if both parties fail, instead of re-rolling. Example: You're trying to silently walk past a guard and fail your silent move test by 2 degrees. However, since the guard failed his test by 4 degrees, you do not attract his attention.
- To be tested: all skill tests when a character has the requested skill receive an automatic +10 bonus (i.e. equivalent of being "easy" tests), except combat tests and opposed tests. It's just too hard to succeed otherwise. If I (the GM) announces modifiers, they are applied on top of this +10. If you're rolling an investigate skill test with a Fellowship of 38 and I announce it'll be at -10, the total to roll under will be: 38+10-10=38.
"Politics is the womb in which war develops"
Interesting changes - I like. Your suggestion for resolving tests if everyone fails will certainly streamline things, and is even in flavour - "I stuffed up, but you stuff up worse". Very 2000AD, somehow.
Re the universal +10, if you look more closely at the tables of modifiers for various things it looks like most characters will be able to pull up at least a +10 by having the right equipment, aiming before shooting etc. The system seems designed to be harsh as a default rather than reasonable as a default, so it tends to be generous with the plusses rather than generous with the negatives. As a GM, you can also tend to arm-wave characters will succeed on reasonable tasks rather than rolling for them - a bit like the Take 10 or Take 20 in D20.
I'm using this +10 only for non-combat situations, as I've noticed that otherwise, it's more likely to horribly fail a test than to simply succeed at it. Basically, I've made all "challenging" tests one step easier, but only if you have the skill.
The fact that a trained medic with 38 (pretty high intelligence) has only a 38% chance of helping a patient to heal is kinda scary. Even if you add+20 for equipment, it's barely above 50%.
But to each GM its own. I'm a brutal GM when it comes to punishing stupid players who dive head-first into combat, but like to reward investigations and intelligence, and I want my players to feel that their characters are a cut above the rest. Flunking easy tests is very frustrating for players.
"Politics is the womb in which war develops"
I just played it tonight. I love it. The detail on everything is more or less how i run my campaigns in WoD and DnD so it meshes perfectly with my test. My favorite aspect of it (least so far) is how easy it would be to bring in stuff from else where in 40k. Using say Dark Eldar for an example make it so the dude has roughly 30-50 for his weapon skill and ballistic skill like 20-40 for strength ect. That and combat is a blast (often quite literally) I was playing a guardsmen who rolled insane for his strength (after spending some experience) he ended up with 57. Only downside was all his other stats were pathetic. When the other players had finished it turned out he was accompanied by 2 psykers and an assassin that promptly bit the dust. The remaining psykers and the guardsmen ended up getting into a fight with some hive gang members... well things went down hill when the first one failed his check and summoned a demon by mistake. Later as the combat was finishing up (me horribly broken) the other psyker screwed up and reversed gravity.
All and all my first impression was very favorable, so much that i offered to run a campaign ( which in hind sight may have been a bad idea with all ready running 2 dnd campaigns)
Rheagar fought nobly
Rheagar fought valiantly
Rheagar fought honorably
And Rheagar died.
I have started running a game Dark Heresy with some friends, a decent party of 5 so far with a possible 6th on his way, and let me tell you its been very good, very immersing and even though I haven't had the chance to engage the party in a combat scene yet (they are a very social group Emperor bless) I can tell from theorizing the system that its gonna be balls tighteningly exquisite.
Originally Posted by swntzu
I'm working up things to start a DH game with me as the gm. Unfortunatly it is my first time and I'm probably being too cruel to my group. I've got five and I've already got about three main baddies for them to fight in it.
A chaos magnos who's been blessed by the chaos gods a couple of times.
A ganger who's got some muscle backing him up.
And a pair of twin psyker girls who turn out to be a daemonhost after the first turn.
The main problem I've got is just how to fill up the events leading up to these battles.
The opener I've got is this group of acolytes being brought in to assist in figuring out why a chapel and all the people in it were killed and desecrated.
If anyone could help me out in this I'd appreciate it.
I'll be damned before the soldiers of the Emperor are just left to rot!
Last words of Colonel Densit from the Rahaxin 19th
"DISS NOT THE EMPEROR'S POINTED STICK, HERETIC!"
If it doesn't work with the Emperor. Then it's been officially Karmooned!!!
BEWARE THE POWER OF THE LIGHT-BRIGHT!
When I've been GM-ing (not this system but others) I've been a bit more loose on the int-based skills. If you roll really bad, don't prepare for it or are in a very tight spot then sure you can fail.But if it's being properly roleplayed I've used the skill-level more of a way to determine how much you know and/or how fast you get results.Originally Posted by AKM
I replied mainly to subscribe to this thread as pen and paper is so close to my heart...
I play WH40k Tyranids (as well as many, many other armies) and I noted that GENESTEALER CULTS would make a great enemy and plot line! Inquistorial factions, especially Ordo Xenos would go to any length to knock out a potential Genestealer uprising, so this fit my fluffy requirement, really.
I knew I wanted a Broodlord/ Patriarch running the whole shindig, mainly because I have a sick Broodlord conversion model (we play with models). Just like you, I had a big baddie, but not much else.
I then broke out an old, old version of the Genestealer Cult codex. I made a hierarchy of badguys, lining the criminal ladder. Basically it went: (1 being Top, 2 being next in line, etc. The subscripts like 1a. are just for simplicity's sake)
1a) Second in Command, equally important MAGUS
- under Magus, HYBRID HIERARCH
2) Genestealer Strain- two types: Warrior and Shadow Stalker
3) Hybrid Stealers
5) Initiates (normal humans)
5) Infected (humans with a little Genestealer blood that the Hive Mind can slightly shape)
After I had a actual net of enemies and the ultimate plot idea to destroy the Genestealer infestation, comes the small details about finding evidence, locating the baddies, reversing infections, etc. etc. (the last bit hasn't really come yet)
I hope this may help you create an adventure of your own! If anyone is interested in seeing the stats I created or wants to hear more, just drop me a line here on this thread!
Last edited by darkspawn327; March 17th, 2008 at 00:17.