Showing posts with label warhammer. Show all posts
Showing posts with label warhammer. Show all posts

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.

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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.

Monday, August 4, 2008

Ultra-high-level roleplaying, and the perils thereof

A few quick hits from the weekend...

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We played our second session of Wild Talents on Sunday, and a few things became clear. We are — by choice — playing a very high-powered game, with each character being the head of some guild or private army or merchant union. This means, by extension, that our story involves very high-level, world-threatening themes. Again, this is cool. What we realized in our Sunday session, however, was that our very powerful characters were going to succeed in most die rolls put before them, so we had to figure out a way to keep the game challenging while we mobilized starfleets, influenced planetary law and rerouted energy shipments (all high-level stuff that went off without a hitch due to our insanely high stats). But failure — or the threat thereof — is a good thing, and we’ve made some changes to ensure that the dice still serve a purpose in our Wild Talents game.

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Black Sun Games’ official Web site is up and running, though most of the links don’t work. I’m continually impressed by these guys: By all accounts, they’re doing everything right as far as opening a successful, long-term game store in Chicago. Check out their banner...looks like some Flames of War minis in the background? I’ll have to check that game out.

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I joined Dark Reign, the Warhammer 40k RPG fan site, and was simply bowled over by the volume of fan-generated content on there. They’ve got GM aids, full-fledged sourcebooks, adventure hooks, random encounter tables and alternate rules. The best part is that (it appears) any member can contribute articles, which really has my creative gears turning. Shouldn’t be tough to find inspiration — I’m about 200 pages away from finishing up the massive Eisenhorn omnibus by Dan Abnett, which means I’ve been totally immersed in 40k for the last month or two.

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.