Showing posts with label dark heresy. Show all posts
Showing posts with label dark heresy. Show all posts

Tuesday, June 30, 2009

Dark Heresy: Musings on System

Earlier today, Pat posted about our first two sessions of Dark Heresy. I thought I'd post a slightly different impression of the game and focus on the system.

A very brief overview: The system is percentile-based, and a player succeeds by rolling under the relevant ability. At least at first level, most things are pretty tough to do - 35% is a pretty damn good ability score. It's very difficult to do anything unskilled (you halve your relevant ability score when you roll), and skill descriptions are very narrow. This means that instead of having a few things you're good at, you just suck to different degrees at a small handful of things.

Though, there are exceptions. As we quickly found through play, the tech you use makes a huge difference. A huge part of character advancement is opening up your ability to use certain tech rather than actually being good at using the tech.

And then there are all the random tables that can really screw you up. And there's lots of evocative, scummy source material. As Pat said, it's a gritty game.

Before going on, let it be said that Pat is doing a typically great job of GMing. He's very descriptive and even-handed. He excels at "street-level" type play, so much of this game is perfect for him.

But as a player, I absolutely detest the system. In no particular order, here's why:

(1) The skills and psycher abilities (they operate like magic) are very narrow. This makes it difficult to use your skills in creative ways besides the obvious "I shoot him," or "I pick that lock." This actually would kill me if I were GMing - when characters have broader skills or abilities, their creativity can really take the game in unforeseen directions in ways that are quantifiably supported by the strength of their stats. I think this is super cool.

(2) Ability scores are so low that anything you're not teched up for seems next to impossible. For example, there was a scene at the end of the game where a spaceship was taking off, and we wanted to stop it. Somewhere in the back of my brain, I wanted my very agile character to use the momentum of a moving vehicle to launch herself toward the spaceship so she could get inside, destroy it, or whatever. But I had no directly applicable skill, and I thought there was no way I could succeed. So I didn't do it. But it would've been cooler if I thought I could. The system just doesn't encourage anything near cinematic play. (I guess some just favor it that way.)

(3) There're too many moving pieces in combat for me. Things slow down too much when you get to the level of figuring out armor penetration. This is for some, but definitely not me. I couldn't care less about modeling this stuff.

Here's what I love about the game:

(1) The deadly random tables. It was my character who got sucked into the warp on an instant death 1/100 roll, and it was indeed awesome.

Final verdict: I'm having a great time, as always, playing games with my gaming group. The dark heresy source material is robust and evocative. I don't think the rest of my gaming group cares about system as much as me, and I'm pretty sure they don't prefer as freewheeling a game as I do, so I don't think they really care about this stuff. But this system feels way too constraining for me. The chaos and unforeseen circumstances generated by the random tables are great. But the mechanics are plodding in combat, and with narrow skills combined with predictably difficult odds hardwired into fundamental parts of the system, much of the system stands in stark counterpoint to the awesome tables.

Dark Heresy actual play: Two sessions in, feeling fine...

We played the second session of our new Dark Heresy campaign last weekend. Since last winter, I've done some freelance editing for Fantasy Flight Games on the Dark Heresy and Rogue Trader game lines, but it wasn't until very recently that I was actually got to play the game.

I must say, the two sessions we've played have been "quintessential" 40k games: brutal, gritty, gory and full of insidious corruption and planet-spanning conspiracies. We actually started out playing a published module (I'm not going to say which one; the players read this blog!) but we quickly steered off the "adventure path" and started plotting our own course through the Dark Heresy universe.

In brief: the characters were recruited by an Inquisitor—part of an elite cadre of powerful warrior statesmen who safeguard the vast Imperium of Mankind from dangers both within and without—to investigate a grisly murder in a backwater hive community.

Although the adventure was set on the hive world of Scintilla, which is dominated by massive hive cities covering hundreds of square miles and full of billions of citizens, the investigation itself took the characters to the decaying fringes of the underhive. Both vital resources and law enforcement is tenuous down here; blackouts frequently plague the crumbling tenement blocks, while savage narco-gangs patrol the dark alleys. Overhead, lost in the featureless steel sky, trains rumble along, carrying passengers to other, more prosperous sectors of the gigantic hive.

Anyway. We had a bit of action, a bit of intrigue, and a lot of scrappy first-level characters struggling to carve out their own little fiefdoms in an unforgiving universe. We've also had player deaths: two of them so far, one in each session. Both were totally awesome and over the top in a way that only Dark Heresy (and the 40k universe) can offer.

The psyker character failed her dice roll when using one of her powers, and she had to roll on the Perils of the Warp table. This is a percentile-based table used to determine exactly what horrible fates can befall psychic characters. Results range from "The character laughs hysterically for 1d5 rounds" to "The character's body is ripped apart and 1d5 daemons spill forth from the warp." The psyker's player rolled 100, and she was sucked screaming into the warp. Scratch one character.

The next character death took place during a chase sequence through a decaying hive transit tunnel. The characters were aboard a quad-wheeler—a cross between a monster truck and a dune buggy—pursuing some villains in a similar vehicle. During the scuffle, the assassin character (who apparently wore no armor) got too close to a thug with an autogun, and his leg was blown off at the hip. He would have been dead from blood loss, but the assassin's player burned his Fate Point (the only way to trump a PC death) and we ruled that he remained alive, unconscious, missing a leg. It was awesome!

The game itself is very gritty. At first level, the best the characters could hope for was a one-third chance of success on an unmodified roll—pretty stark odds, considering how dangerous the setting is.

The players were somewhat disappointed initially with how few options first-level characters get. But the career path (think D&D class) advancement tables allow players to plan out their character's career, which gives them a decent degree of control over how they'll develop over time. But still: the players failed their rolls (often spectacularly) far more often than they succeeded.

We also had a lot of fun with Dark Heresy's wacky random tables. The psyker death and the blown off leg were both the result of random chart rolls.

Where we go from here is up to the players. They've yet to meet their Inquisitor, but they do know where he is—he's investigating something on the mining world of Sepheris Secundus. Likewise, they've gleaned a few important clues about this current conspiracy, so it remains to be seen how far they'll pursue it.

Friday, June 12, 2009

New Dark Heresy campaign begins tonight!

Just a quick note to say that my local group is about to start a new Dark Heresy campaign. I'll be the GM; we're making characters tonight at Chicagoland Games, our local game store.

It should be a lot of fun—Dark Heresy is super crunchy, far moreso than any game I've played in the last couple of years, but sometimes it's nice to sit back with a couple beers and thumb through a rulebook for 4 or 5 hours.

I was also pleasantly surprised by the enthusiasm from the crew at Chicagoland Games. Word on the street is that they're pretty ecstatic that we'll be making characters tonight, and they've set aside the big table for us. I'm not sure if we'll play there regularly, but it sounds like we'll get a warm welcome if we so choose. Game on!

Sunday, December 28, 2008

The Look and Feel of a Hive City


I've been digging on Dark Heresy lately, and a recent browse through the Fantasy Flight Games forums yielded this gem of a thread. The original poster asked what hive cities -- the ubiquitous urban megalopolises in the Warhammer 40,000 universe -- actually look like. The responses were amusing, along the lines of "Imagine New York City with a roof over it, with Los Angeles stacked on top of it, followed by Tokyo, Houston and so on for about 30 miles straight up."

Eventually a commenter named Jephkay posted a quick list of interesting features that can be found in these huge, ancient, decaying structures. Other forumites chimed in with their own ideas, adding to the list and no doubt firing the imagination of every Dark Heresy GM who stumbled across the thread. Here's a quick taste from Jephkay's original post:

Tactical Thinking in the Hive
I try to convey the multi-layered nature of Hives by making sure my players are aware of stairways. I'm constantly mentioning balconies, overlooks, bridges, gantries, catwalks, ducts, railways, sewage pipes, effluaries (not a real word, BTW, I made it up to describe the rivers of sludge that move waste around the underhive). They face attacks from all directions in a hive. Clever enemies will encircle the intruders, attacking from several angles at once. And there is always cover available!

Gates
There are also massive gates that close off various portions of the hive. These are most common at the spire/hive interface, but even then, there must be a few hidden ways up into the nicer areas. Also, I imagine some areas are off limits for other reasons, or once were, and the gates have been repurposed. Perhaps, a thousand years ago, there was a reason for a certain gate to close and lock for 12 hours at a time, but that's been forgotten, now there is a lockdown imposed on an area. No one knows where the cogitator is that controls the gate, so the dome in question has adapted to their imposed lifestyle. Perhaps they are unaware that no one else has such a limitation. These gates were intended to hold off armies, no force the Acolytes can muster can break through them.

Bridges
I can also see massive bridges across great chasms between building blocks. The bridges themselves have buildings on them. The folks on either side of the hab-canyons occasionally get riled at one another for reasons known only to them. Every once in a while, a krak missile is launched across the void to avenge some slight. It escalates, and the bridge areas become warzones. Certainly, they can't take too much of this, and might eventually fall into the abyss between hab-zones. Of course, that's where the Acolytes have to go to collect some important scrap of information, just as a hab-war breaks out over breakfast...

Effluaries
Being a made up word, it should have made up rules. Perhaps falling into one counts as taking a toxic hit. 1d10 wounds, no armor or TB allowed? Drink up!

Friday, August 15, 2008

Bound for GenCon

Apparently there’s a bit of liveblogging going on from GenCon. Will I do this? Not if it means missing out on cool demos or shopping or meeting designers. So, most likely no.

***

Big news has already trickled out about one of my favorite game companies. Fantasy Flight Games, which secured the license to publish material for Warhammer 40k Roleplay and Warhammer Fantasy Roleplay earlier this year, announced the first substantive release for the 40k RPG product line: Rogue Trader, set to debut at GenCon 2009.

Like Dark Heresy, which digs into the furtive schemings of the Imperial Inquisition, Rogue Trader promises to be an in-depth look at another fan-favorite part of the 40k universe: the raffish captains who pilot ancient starships deep into unexplored space. These rogue traders, as they’re known in the game’s lore, operate at the very fringes of civilization, often encountering never-before-seen cultures and creatures. If Dark Heresy was the 40k conspiracy game, Rogue Trader promises to be the 40k exploration game (though as always, count on a hefty dose of gothic, Cthulhu-inspired horror).

From a purely nostalgic point of view, Rogue Trader is the spiritual successor to 1987's Warhammer 40,000: Rogue Trader, the seminal work that laid the groundwork for the rich, detail-drenched 40k universe we know today.

I’m hoping to chat up the FFG developers either today or tomorrow about their plans for the 40k RPG line.

Friday, August 8, 2008

There's no room in my schedule for D&D

Unlike most of the gaming bloggers I follow, I don’t actually play much D&D. It wasn’t the game I started with, and over the years I’ve been lucky enough to find players willing to try out a myriad of different (and better) fantasy RPGs. So while I’m eager to share my own list of games enjoyed (piling onto the ongoing meme that’s swept the RPG blogosphere over the last couple weeks), this list isn’t so much an aberration as it is a simple illustration of my gaming tastes. I’ve probably played 10 sessions of D&D, all told, in my life so far.

Star Wars d6 – My first RPG experience; hugely fun if only because of the insane scaling rolls required to model the differences between the Death Star and, say, an X-Wing. The Death Star rolls 30d6 to kill the X-Wing...nice... Alas, it's out of print.

Blue Planet – Easily one of the most detailed, immersive sci-fi settings ever published. I’ve had the privilege of knowing Jeff Barber (the game’s creator) over the years, and his pure, unadulterated enthusiasm for the game proved absolutely infectious. Jeff is a gamer’s gamer, and Blue Planet exudes quality from every page. In the last couple months, it was announced that RedBrick Limited (an Australian game publisher) had acquired the rights to re-publish the line and, possibly, put out entirely new products.

Savage Worlds – It is what it says on the cover: “Fast! Furious! Fun!” With all the attention that OD&D retro-clones have received lately, it’s important to remember that newer games can pull of the same stripped-down style as well. Savage Worlds is a generic ruleset that I’ve used for Star Wars, post-apocalyptic and superhero games.

Everway – Want a rules-lite game? Try Everway — it uses a funky Tarot-inspired deck of cards to resolve encounters. This, in turn, puts a lot of responsibility on the players and GM to avoid abusing the system, but it’s a great game for a relaxed, mature crowd. I’ve used variations of the Everway system for dark fantasy, Star Wars, superheroes, Little Fears and my friend’s DIY steampunk setting.

Dark Heresy – The much anticipated game set in the grim, dark Warhammer 40,000 universe has the highest production value of any game I’ve ever played. The main rulebook (400+ pages of full-color gothic goodness) is pricey, but a reprint was just released by Fantasy Flight Games, which as plans to continue publishing the game line.

Fading Suns – It’s sort of like Dark Heresy, but with more of a Dune-inspired slant. The future is still dark, the spaceships are still ancient and cumbersome, but the overall setting is a tad brighter and (more importantly) populated with alien races that aren’t automatically classified as enemies. Ironically, the game line is currently supported by RedBrick, the same group of Aussies keeping Blue Planet alive.

These are just a few standouts from the many RPGs I’ve known over the years.

Tuesday, June 17, 2008

Review: The Inquisitor's Handbook for Dark Heresy

Dark Heresy, the horror/sci-fi rpg set in the voluminous Warhammer 40k universe, recently saw its first two supplements released: the Inquisitor’s Handbook and Purge the Unclean, a collection of three linked adventures. I picked up the Inquisitor’s Handbook and spent an afternoon thumbing through it; here are some thoughts.

To begin with, I didn’t really thumb through it. That implies that I skipped around and didn’t really dwell on one section. The exact opposite happened; I found myself pausing to digest each chapter and entry. Before I knew it, I was reading the whole damn thing. Luckily, this is the mark of a great book. I’ve owned a dozen “player’s guides” for various games before, and none were as packed with detail as the Inquisitor’s Handbook (IH).

It’s an incredibly meaty read, chock-full of tasty morsels from the 40k universe. I played the tabletop wargame for many years, so I understand a lot of the organizations and events described in the IH – but still, it was a real treat to see it all codifed and presented so lovingly in a book. Character development takes a great leap forward with the new career paths and additional options in the game.

My favorite parts of the IH are the offhanded details mentioned here and there that hint at the broader conspiracies that run rampant through the Imperium. Single-sentence descriptions of mutant uprisings in the lower levels of a hive world, Chaos pacts between gods and corrupt noblemen, or horrific tales of an Inquisitorial purging gone awry: these are the details that make the 40k universe grand, and I’m excited that the game line now encompasses three published tomes.

The release of the IH and Purge the Unclean is something of a milestone for the game. Shortly after Dark Heresy was published, Black Industries (a subsidiary of Games Workshop) announced it would cease publishing the line. “Craziness!” fans hollered. “Don’t they know they have a hit on their hands?!” Indeed, it was a hit. The first printing of Dark Heresy debuted earlier this year in the States and sold out within weeks. I watched many, many ebay auctions end above $100 in those dark days before finally securing one for near retail price.

The IH and Purge the Unclean are the last Dark Heresy books to be published by Black Industries. A fourth, Disciples of the Dark Gods, may or may not be scheduled for release in September. The game line itself has been licensed to Fantasy Flight Games, which is awesome because they’re a top-notch company, and I’m expecting great things from their continued support of the line. However, the timeline is a bit shaky at this point. I’ve spoken with some folks at FFG, and they’ve confirmed that there’s a senior line developer in place for the game line, but they’ve not yet begun writing additional supplements. At best, we’d be lucky to see a new, FFG-produced release within a year’s time.