Jump to content

Nojo509

Members
  • Content Count

    289
  • Joined

  • Last visited

Everything posted by Nojo509

  1. Here's my review: http://johnwsmarvin.blogspot.com/2009/12/game-book-review-radicals-handbook.html Nojo509 said: So far, so good. I'm on p. 134 out of 238, which is the resource section, which I can see as a nice mechanic to get an investigation started. The book is listed as player friendly, but depending on your campaign, there are plenty of spoilers. For example, if your acolytes are Oblationist radicals, the coverage on Oblationists is something they would know. If not, most or all of that information would be unknown to the typical acolyte. However, just change a few names and things become a mystery again. Finished it and
  2. Nice book and nice web additions. The next web addition I would love to see is PDF index of all the DH books. Something for the newbie or the intern to compile and keep updated.
  3. Can you say if it covers small craft (guncutters, shuttles, and so on) or not?
  4. It definitely is not a tabletop mini's game, which is a kind of simulation, it's more abstract than say a Dark Heresy firefight using minis and terrain. It's funny though, as you set up for a game, you notice all the cards, stance tracks, and funny dice. Very "gamey." But once play starts and you use the tools, they fade into the background as the narrative takes over. That's the way I experience it, anyway. And when it's the GM describing and you acting and reacting, it's role playing. I have to admit I was sceptical at first, as I ran two V2 campaigns and really enjoyed them. But now that's I've tried V3, I like it.
  5. You can also break the time line and start a new one. Run the prequel with normal RT starting XP, in a new timeline where their previous adventures haven't happened yet. That way PC's can die (just like Spock's Mom!), xp is made, and so on. The new timeline includes their previous (future) adventures. If a PC died in the prequel, they were never in the previous adventures, everyone has their memory changed. Add xp from all adventures and proceed as normal. The reality is that FB is unlikely to kill a PC, or even cause a Fate Point to Burn. So the adventure after FB will have the players with the sum of their xp from all their adventures.
  6. So far, so good. I'm on p. 134 out of 238, which is the resource section, which I can see as a nice mechanic to get an investigation started. The book is listed as player friendly, but depending on your campaign, there are plenty of spoilers. For example, if your acolytes are Oblationist radicals, the coverage on Oblationists is something they would know. If not, most or all of that information would be unknown to the typical acolyte. However, just change a few names and things become a mystery again.
  7. Right you are Cynr, 10k words can feel terse. Part of that is the game, in a game like DH, you have a big social dynamic to deal with, it's not just a dungeon crawl.
  8. You mean they already have gained xp and they want to go back in time? Complicated little buggers, aren't they? You could go with 500xp short of starting characters, but the tension isn't going to be there. Can they die or even burn Fate Points in the past, if we know they are alive in the future? And what can get they get out of it? Not xp, as it's the past, they already have the xp. Maybe some very rare items, or a contact. Perhaps one of the FB survivors has taken their navigator's secret charts and you can use them to start out future adventures. Simple case would be you run the FB characters, and maybe they know the main campaign characters. Or run FB in the normal timeline. It really depends on *why* they want to do this. Just to mess with the GM? Because they want to know the rules better?
  9. The only reason I can think of to run Maggots in the Meat is that you have foolishly awarded too many Fate Points. The conclusion of Illumination awards both extra xp and a Fate Point. Unless your players are burning them like crazy, you don't want to do that at the end of every adventure. Extra experience for the climax is fine, but if you end up with players with 5+ Fate Points; that's too many for my taste. I like Baldrick's order, though I ran Illumination first because it's easier to GM. If you want more adventures, you can find last year's adventure contest winners here: http://www.fantasyflightgames.com/edge_minisite_sec.asp?eidm=50&esem=4 I'm sure the 2009 winners will be posted there as well. The Dark Reign website has adventures as well. I ran Scrivner's Star between Shades on Twilight and Baron Hopes, so I was kind of zombied out by the time I ran Baron Hopes and I brought back the Serrated Query for the climax there. I also wanted to create a story arc around the SQ, and tied it up with a big fight with the subsector boss of the SQ. No, they didn't get the Faceless One, but they did get a big fish. You might want an adventure before Tattered Fates that introduces your acolytes and the Pilgrims of Hayte to each other. It could give TF more resonance.
  10. That's a great report on the demo games. It was odd that the WFRP 2.0 players seemed to pick up the new mechanics faster, but maybe it was because they weren't absorbing a new setting.
  11. John, You are correct, it's Degrees of Success adding to successes. Thanks for bringing that to my attention! Sam Stewart Associate RPG Developer
  12. LOL, I just noticed the Rules Questions link at the bottom. I'll repost the official answer.
  13. Rogue Trader, 292. The simple method is described as having each player make a *single* dice roll. And to win a battle, you "might require" the players must score *ten* successes. *Five* successes is a limited victory. Say you have *five players*, each makes a single dice roll, how could you generate *ten* successes? Easy if you counted each degree of success as an extra success. But the rules don't say this. Degrees of Failure cause damage, but the rules are silent about Degrees of Success. I think each degree of success adding an extra success is a great house rule. But I'm really stumped on the RaW. Does the example of requiring ten or more success assume ten or more players?
  14. It is still enjoying a cruise (on the boat): http://www.fantasyflightgames.com/edge_upcoming.asp
  15. So with Storm, you are always seeing double. A single shot is a single from each side of the gun. No wonder a certain Sororitas in my DH game wants one.
  16. Thank you. I would have preferred having Astral Telepathy and the 2 free choices on the top of the Astropath's career page with all the other skills and talents they start out with. I hate jumping all over the place.
  17. In the Psychic Powers chapter, it says (p 157) "An Astropath Transcendent may also select two more techniques during character creation, and may select more by acquiring the Psychic Technique Talent" I'm interpreting this to mean the "two more techniques" are free and do not require spending xp to get the Psychic Technique talent. Is this right? On p. 162, it says that Astral Telepathy is Free for Astropaths. I interpret this to as in addition to the two free techniques. Is that right? So, a starting Astropath could have five techniques. Astral Telepathy, the two free techniques, and by buying another two techniques with 200 xp out of the 500 xp they get at character creation. Is that right? Thanks!
  18. Varnias Tybalt said: And I have to say that I REALLY dislike this stunt of them.... Yes, I am in fact a little grumpy over this. I understand, but that's typical for RPGs. If you want full support for an RPG, don't start a campaign with just the core rulebook. If you are excited and want to start right away, expect to have to make up stuff that will be covered by supplements later.
  19. <spoilers> At the very least, he's in the crowd at the end. He nods and smiles at the acolytes while resting on his cane. He's there for the same reason he was at the auction, to see what kind of threat Haarlock is and to deal with him if possible.
  20. Since nothing is listed for Dark Heresy on the Upcoming page after Radicals, don't hold your breath. Once upon a time the 2nd the 3rd installments were due out by now. Ever since Dark Heresy moved to FFG, each and every new book has shown up on the Upcoming page months before it reaches stores.
  21. While you could run a RT campaign centered around small groups of people fighting, that's not the thrust of this role playing game. What is important, ballance wise, is that every player have something to contribute in most game situations. I like how everyone can help in ship to ship combat. This is a game of swashbuckling commerce, salvage, and exploration. Yes there will be times when the leaders of the ship pull out their weapons, but not every minute of every game. There are tabletop role playing games that are 99% combat focused, but this is not one of them.
  22. And if you don't mind using 1.5" squares, the tiles that come with Space Hulk would be a nice touch. Of course that would mean you had Space Hulk, which would then mean you had Genestealers. And you wouldn't want to just not use Genestealers, would you? Genestealer stats can be found in CA.
  23. Since RT and DH are really one game system and world, every book in one can be a source book for the other. Probably not adventures, but everything else. I would think it would be in FFG's interest to give us prices on RT items. I also like the idea of some of these being used as rewards for a job well done. Another way to introduce one is to use it against the players, by giving it to an antagonist.
  24. As far as having players who know more about the 40k setting than you do, it they are good players, it won't be a problem. You will learn from them as you go on. If you are a good GM and pick up the feel of 40k, they will forgive you. If they quote from the most dreadful Black Library book to argue with then that is a clue they are not good players. On the job learning is the best kind. If you read one BL book, read Eisenhorn. Which is cheating, since it was orignally released as three novels. My library shelves them in the "teen" section. Each of the three novels is a fast read, and unlike most game world fiction, surprisingly well written. My favorite bits are the two short stories Abnett inserted between the novels. The novels are thrillers in form, but the short stories are horror. If you want an overarching nemesis, you can use any criminal, heretical, or rival Inquisitional organization as the secret backer for most of the antagnoists you through at your players. If you get stumped about what to do when your players go nuts, sit back, breath, and pause for a moment to think. "OK, you start off in that direction. I'm going to make a few notes, good time to get a coke if you want...." Then think of 4 ways to handle their new direction 1. What is the most realistic (40k realism) result? 2. What is the result the players are trying to achieve? 3. What result will screw over your players the most? 4. What would be the most dramatic result? Then pick one. That's a summation from Robin's Laws of Good Gamemastering. http://www.sjgames.com/robinslaws/
  25. The House of Dust and Ash is proving to be the adventure that wouldn't end, but stays fun. For the second game in a row, I was ready to bring it to the conclusion, and my players decided otherwise. Part of that was my fault. I added two Chaos Swords to the minor items auction, and the players scooped them up and became possessed. I enjoyed Edge of Darkness, but didn't find the mystery lurking in the background to be convincing at all. It was like the mystery was kept from the GM as well as the players. However, I don't think that impacted the play much. Battle maps would have helped. For new GMs, I want to encourage you to customize all adventures to your group. Add NPCs and threads between otherwise unrelated adventures and your players get a sense of continuity. Add events and NPCs that bring in the backstory of your PCs. If the players latch on to an NPC you didn't think was important, use her in a staring roll in a later adventure. Sometimes the adventure will tell you where you can add your own stuff, sometimes not. But you can always add. And subtract. If you like making your own adventures, but don't always have the time, modding a published adventure is a great workaround.
×
×
  • Create New...