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The Laughing God

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    Amsterdam, Noord-Holland, Netherlands

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  1. That's amazing to read, Shocter, thanks! My Dark Heresy campaign is long finished, but I remember the enjoyment this whole Haarlock saga has given me and my players. The only thing I regret is that we never, in this thread, came to some sort of definitive conclusion or explanation ... but I am well aware there quite possibly is none
  2. I just realized .. the scar on Haarlock's face (as seen on this famous drawing: http://warhammer40k.wikia.com/wiki/Rogue_Traders?file=Erasmus-Haarlock_matt-bradbury.png) .. isn't that the three-pronged bird claw symbol of Komus, the Tyrant Star?
  3. ok so I can't find the answer to this one anywhere under Daemonic, From Beyond, Strange Physiology or what have you ... so I am wondering: can Daemons be stunned? And are these rules the same in DH1 and DH2? I had a DH2 Priest go mental on a Flamer of Tzeentch with a mundane hammer, stunning it and taking it out way before any dramatic combat I had in mind could unfold
  4. Hm this supplement has the feel of an Only War supplement rather than Dark Heresy, IMHO. Dark Eldar, Kroot, Tyranids: those are enemies to be met on the battlefield by soldiers. But Dark Heresy is a game of investigating in the shadows. We need new and different xenos for that. In DH1 we had the Slaugth and the Simulacrum and the Cryptos, stealthy and horrible infiltrators into human society. I must say that the 2nd ed of Dark Heresy, except for some needed changes in the rules, continues to underwhelm me.
  5. Well there may not be a lot of direct or crystal clear references, there are a lot of nods to the King and Yellow in the mood and atmosphere of Dark Heresy in general (masked unknowable entities, mysteries the solving of which cost you your sanity, damning obscure books) and the Haarlock Legacy adventures in particular.
  6. Thanks y'all! wonderful stuff in here! and yes Gregorius, it's been awhile, glad to see you back
  7. Ideas needed for a session of Dark Heresy .. MY PLAYERS LOOK AWAY NOW! [spoilers] We're in the Underhive of the planet of Lind in the Calixis Sector. The acolytes have overseen a max security prison transfer from one Arbites precinct fortress to the next, by train, through the Underhive, mutant ghetto and a Las Vegas-like party district called Slum City where all kinds of excess and crime take place. They have managed to bring the train in without a single inmate (murderers, rapists, mutants, witches, heretics and the worst sorts of recidivists) escaping,despite several attacks from mutant terrorists. Now the trick is that the mutant terrorists sought not to spring anyone free from the transport, but instead have INSERTED one of their own which is smuggled into the new precinct fortress. This individual will set all the inmates free from the inside, and a bloodletting orgy will commence. Now what I would like some ideas for: - how does the mutant infiltrator set everyone free? (is he a mind controller? electricity controller? Shroud Master?) - in fact the mutant seek to liberate one leader or special mutant free, the rest is just to sow chaos and confusion ... any ideas for this individual they want to rescue? (a Pale Throng Shroud Master? Archimedes Noxt?) - any ideas how this should play out? Ofcourse the pcs will find themselves deep inside the dungeon prison levels of the precinct the moment the mutants break free [/spoilers] Thanks a lot!
  8. The Askellon sector is basically a rehash of the Calixis Sector: sin and heresy, end time prophecies, a big bad astro-stellar phenomenon (Pandaemonium vs Tyrant Star) ... but it lacks the sense of wonder and level of 'groundedness' of Calixis, with its history of the Haarlock voyages and Angevin Crusade IMHO ...
  9. So crunch-wise the 2nd ed of Dark Heresy is pretty much okay: character generation is nice, some weapons and talents are tweaked, some changes and additions are kind of clunky (how to generate fate points, Subtlety etc) but still I would say that it's a good job .. But fluffl-wise ... is it just me or is the Askellon Sector way more boring than 1st edition's Calixis Sector? Just a bunch of more planets, more cults, but it all feels a bit repetitive and redundant. I just perused The Enemy Within and it strengthens my conclusion: there not a lot of really interesting new ideas, concepts or storylines compared to the 1st edition. The Enemy Within can't hold a candle to Disciples of the Dark Gods, for example. Basically now it's all just variations on a theme with little originality. The recycled artwork seems to underline this. What do you think?
  10. The description of the Chartist vessel Misericord in the DH first edition rulebook is one of the most interesting pieces of fluff in the gameline, IMHO. It gives me the feeling that they're hinting at something. The symbolism, the theatricality, the absurdity of the masks, the roles, the performances - it seems like a comment of sorts on life in the Imperium and/or the Calixis Sector? For example, the calcified traditions and rivalries which are followed with great zeal though no one remembers why I has become like that or why it should remain like that, that sounds like the Imperium alright. Does anyone know what the symbolism and theatrics point at? Any ideas?
  11. This may be far-fetched, but are there any leads & links that somehow tie the storyline of Dark Heresy's first edition Tyrant Star mystery in the Calixis Sector to the these End Times?
  12. For me, what is essentially boils down to, is this: does the system allow me to co-create the stories with my players that roleplaying is meant for in the first place? The second edition does this. So did the first edition.
  13. The main opinions out there seem to gravitate between "it's great" and "it sucks where DH1 sucked". Main argument is whether it should have followed the new direction suggested in the beta (which it didn't) or whether it's cool that it didn't and turned out to be basically Only War with different character creation rules. I always favoured an approach that would keep it backwards compatible with the older rules. It does that , in generally, but not in all respects: forget about most of the old home worlds, elite packages, alternative careers etc. They do generally not work with the new character creation system. It has a new gamefied approach which I do not entirely like. Psychic powers have changed a bit and I can't really tell why, it's more crunch-based now. The Askellon sector is so far a bit meh, the Calixis Sector is way more interesting. Furthermore the book targets novice GMS with lots of text on how to stage encounters and such, which you may or may not like.
  14. Maybe this whole gamefied approach has gotten too far (wildly off-topic). I LOLed when I read that nowadays players stuck in an investigation can buy clues from their GM with a Fate Point. We've kind of drifted from an approach where the rules were just a base needed to tell a story to a more computer game-like stance of things.
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