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Thread: Dark Herecy

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    Member The Wise-guy's Avatar
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    Dark Herecy

    I was thinking about starting Dark Heresy up with some mates and wondered how long the average game will take and what you'll need to play

    Last edited by The Wise-guy; February 18th, 2009 at 18:01.

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    Senior Member Morkai's Avatar
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    Well the last quick game i played lasted about 3:30 hours so yeah it can take a while. The campaign was a short one too so it can take a while. Keep in kind though that you don't always have to have the games be the entirety of the campaign. Play until you reach a point where people are either starting to get tired of playing or you reach a point that will be easy to pick back up from. Pen and paper campaigns tend to last for ages, all things considered I have played campaigns with friends that have lasted for a few months (only gaming every other weekend or so)

    ---------- Post added at 18:18 ---------- Previous post was at 18:18 ----------

    Also it would be Heresy. sorry I can be a bit of a grammar Nazi at times.
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    Son of LO psichotykwyrm's Avatar
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    I've been running a DH campaign since it released. With the great support that Fantasy Flight Games is providing, and the upcoming supplements, I see no reason to close down our group in the near future.

    Some of our players don't even play 40k, and they're loving it. Its an incredibly brutal RPG system.
    "It takes a vast amount of self control to be this dangerous."
    ---Ogvai Ogvai Helmshrot, Jarl of Tra, VI Legion Astartes

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    theres a starter campaign in the back of the rulebook, it typically runs anywhere between 2-4 hours in the few times that I've run it for friends of mine to get a little insight to dark heresey.

    character creation and picking skills and attributes takes a while too, typically anywhere between 1-1.5 hours depending on the number of people and now much stuff they want to roll for/randomize.

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    LO Zealot Heiromyo's Avatar
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    To begin with it may take a while as both players and the Gm get used to the rules or get into the right mindset of what players can do. A friend of mine is currently running Dark Heresy sessions that last about 3-5 hours once a week. Normally we leave it at a point where its easy to pick back up the following week.

    A simple dungeon crawl should get the basic rules sorted.
    "Adapt to heaven and enjoy ease; oppose it and toil in vain. None can deduct from the reakoning, or force what is fated." - Three Kindoms, lesson of life.

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    The Future realitycheque's Avatar
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    Personally, my DH campaign is going to last years! I've got far too much plot sorted for it

    For an individual session, I'd say about 4 hours is a good length. Anything more than that you'll get restless, anything less and you have to spend too much time recapping on your last session.
    My Deathwatch Campaign
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    I am completely new to the tabletop RPG and my friends just introduced me to Dark Heresy last night. Any advice for a newbie?

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    Junior Member A.T.'s Avatar
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    Quote Originally Posted by The Wise-guy View Post
    I was thinking about starting Dark Heresy up with some mates and wondered how long the average game will take and what you'll need to play
    Length depends on the group as much as anything else, you won't really know until you play.

    Stuff that's useful -
    More than one copy of the main rulebook
    Cheat sheets for things like the shooting rules
    List of important page numbers
    Pre-made enemies (with weapon damage, skill, etc)
    Pre-made maps suitable for showing placements in combat

    The less book keeping you do in game the faster things should go.

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    The Future realitycheque's Avatar
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    Quote Originally Posted by Imperatrice Alarica View Post
    I am completely new to the tabletop RPG and my friends just introduced me to Dark Heresy last night. Any advice for a newbie?
    • Don't think you can survive alone against multiple opponents in CC just because you're an assassin. At low levels, everyone needs support.
    • Get stimms + an injector if you don't start with one. They're damn useful!
    • As a psyker, both Prescience and Weapon Jinx are both very powerful for starting characters.
    • Reliable weapons are worth their weight in gold dust
    • Get armour!
    • Hug cover as much as you can, it will save your life.
    • You have 1 defensive roll per round. USE IT!
    My Deathwatch Campaign
    Furious Angels: (SM) W22, D1, L9 (BA) W15, D0, L3 | Sentinels of Saphery (HE) W3, D0, L0

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    Junior Member A.T.'s Avatar
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    Quote Originally Posted by realitycheque View Post
    Get armour!
    For a starting character you can't go wrong with the post-errata flak cloak (unless you are a guardsman with full armour).
    For the low cost of 80 gelt you get AP 3 (non primative) to all locations that increases to 5 against grenades, exploding barrels, and so on (and depending on your DM you might get that against flames too).

    For guns you'll probably not hit a great deal early on. Lasgun and autogun burst fire is pretty accurate, while shotguns can punch up close but i'd suggest investing in the (dirt cheap) fire selector to triple shotgun clip sizes as they run dry quickly.

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