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Everything posted by Simsum

  1. This is what the Emperor is in our take on the setting. I suppose that depends rather a lot on what the Warp is. GW actually had a Chaos God of Order way back in the day, but it and several other gods have since been excised from the setting. In our take on the setting, the Warp is the universe of the imagined. It isn't a state of chaos, it doesn't seek to be in a state of chaos, and it doesn't impose any kind of chaos-seeking mindset on things that dwell there. The Chaos Gods are what they are because it is what uncountable sapient beings imagine that they are. Likewise, the God Emperor is the God of Order and Stagnation because that's what uncountable sapient beings imagine that He is. I should also mention that in our take on the setting, there's no sharp border between the Warp and realspace. The transition between the two is a very gradual one, and pure Warp or pure realspace exists almost nowhere. In pure realspace, things like Psychic powers do not function.
  2. I'm all for random chargen in old-school dungeon crawls, but in games where roleplaying is centre stage and characters are meant to survive for a while, I find random chargen to be wildly inappropriate. - That, however, is just me. You definitely don't have to agree
  3. Our houserule for stuff like this, is that if the player is willing to Burn a Fate Point then their character can make a Challenging/Skill Rank 1 attempt at whatever they're trying to do, as long as they offer an interesting explanation for why the character just happened to know how to do this one thing. At least in our games, situations like this almost always involve one of two things: either the player is trying to do something completely logical and consistent with the fiction, but the rules are getting in the way. Or they're trying to do something really awesome that would both carry the fiction forwards and be hilarious, but the rules are getting in the way. In either situation we find that it works better to give the character a decent shot at success and call for a bit of roleplaying, than it does to give the character a nearly impossible chance of success while assuming there's a good in-fiction reason the character can't do whatever they're trying to do. Mind that if you do adopt this houserule, it's important that you ask your players to Burn rather than just Spend a Fate Point. Otherwise it's possible they'll end up gaming the houserule.
  4. Not that I doubt what you're saying or anything, but I'm curious how you know?
  5. IMO the GM Kit is pretty worthless. You can easily make a better one yourself for free, and the included crunch isn't in any way must-have stuff. The adventure might be worth it, of course. I have no opinion it, as I've never played it and haven't read it in years.
  6. DH04 The Inquisitor's Handbook is both the most comprehensive and least broken player-focused supplement. It greatly expands character creation, and provides a massive amount of gun porn. DH05 Disciples of The Dark Gods has a bunch of almost ready for play stuff, which makes it valuable to the busy GM. DH06 Creatures Anathema is your typical RPG critter catalogue. What's in it is all very well done. But there isn't much in it. DH10 The Radical's Handbook is in my opinion the best GM-oriented book released for DH1e. Despite the title, it has as much or more material for running any kind of campaign, as it does for running radical ones. Assuming you're a busy GM, DH05 is probably going to be the best choice. Assuming you're not, DH10 is without a doubt going to be the most useful. And in any case you should seriously consider DH04, because your players will love it and you won't hate it. The other books in the line may be somewhat to fairly useful under very specific circumstances, but generally speaking, I can't recommend any of them.
  7. Oh wow... I usually encourage respectful, friendly dialogue as the solution to group issues. But... I'm not convinced that would be worth the effort for you. I'd recommend finding a different group. I mean, your GM is exhibiting two behaviours that screams sh*tty gaming experiences at me: he's unable to separate his personal feelings about real world issues from fictional ones, and he's being massively abusive in ways that flat out wreck the system you're trying to use as a gaming framework. I really doubt talking it out is even possible. But I wish you luck however you deal with this. Though I want to remind you than no gaming is better than bad gaming.
  8. Well, the Agility thing does kind of make sense. Intoxication does wonders for my dancing skills.... I'm guessing you mean it does wonders for your self-esteem. Imagine how well you'd dance if you weren't drunk, but could still dance like no one was watching
  9. I guess it depends on whether you want cinematic drunks or realistic alcohol poisoning. Realistic alcohol poisoning may confer situationally positive things like an inflated sense of ability, self-worth and lowered inhibitions. But it also makes you dumber, slower, uncoordinated, easily swayed, and prone to panicking. Cinematic drunkenness could make you calm under pressure, make you stronger, and while making you easier swayed could also make it easier for you to sway others. Basically, I think this is a question of whether you want drunkenness to be cool - in which case it should have cool bonuses off-setting the penalties - or whether you just want drunken drunks. In our games I would probably go cinematic if it came up, but actually, it never has. Drunkenness has always been handled by the players, purely as narrative. No dice rolling involved. I have occasionally given out modifiers to things like interaction tests based on drunkenness, but the magnitude of the modifiers have been suggested by the players and my only job there has been to try to keep them reasonably consistent.
  10. You guys could also use the Toxin rules from DH02 The GM's Kit pp.30-31. For example, it could be a Swift/+30/Sedative. Well, the Agility thing does kind of make sense.
  11. After seeing it, it's an easy choice for me too. That is one gorgeous gaming book. But considering all the glue issues posted here on the forums, I'll be holding off for another print run.
  12. I'm sorry I wasn't trying to be a ****, I just thought it'd be a good idea to post the relevant bit of the email.
  13. Our group uses this compromise between FFG's Darh Heresy flavour and GW's travel times
  14. Quite right. By the Navis Primer the Imperium of Man basically can't have anything more than Astropathic contact with its constituent parts. Anything else would take too long, not to mention be too unreliable since the risk of loss of the craft is ridiculously high. Fortunately GW actually has published some very, very different numbers that makes rather a lot more sense.
  15. Being stuck in a guncutter for weeks or months- in the WARP. Ho boy, you don't want cabin fever while you are in the imaterium. Weeks or months in the warp wouldn't be a short journey. It'd be a trip across the Milky Way. At least if you go by the GW fluff. Most warp journeys are very brief. From a few hours to a few days brief.
  16. It's when, not if, and it should be soon. AFAIK FFG usually releases their pdf's 2'ish months after the print versions.
  17. True, but... Unlike in DH, SAN accumulation is easily reversible (up to a point) in COC and going by the published materials, is not much more frequent than it is in DH. So if you feel like characters aren't doomed in DH you shouldn't feel like they're doomed in CoC. - Sorry for the tangent.
  18. This isn't actually true, it's a question of playstyle not mechanics. CoC has ways for PCs to recover. That said, a lot of modules published for the system assumes at least a few dead or demented PCs along the way.
  19. I don't really get this. Granted life isn't worth a whole lot in the 40K setting, but people are still human beings in the setting. Behaviours considered psychotic by CoC standards, generally would be by 40K standards as well. Indeed, 40K is a much more heroic setting than CoC. PC behaviours should have a far stronger tendency towards heroism, self-sacrifice and martyrdom in 40K. A simple mechanic I like, is to add a cumulative -10 penalty for every previously failed Test, and add a cumulative +10 bonus for every previously successful Test. In our games it doesn't have much of an impact on how things actually play out, but it gives a (mostly illusory) sense of consistency that we've found somewhat lacking in RAW.
  20. The rule is that whenever the Ill-Fortuned character uses [that is, Spends or Burns] a Fate Point, the player rolls 1d10. On a 7+ the Fate Point is used up as normal, but has no effect. If memory serves, no Faith Power requires another character to Spend or Burn Fate, so as long as the Psyker doesn't somehow pick up the ability to use Faith Powers, Ill-Fortuned shouldn't enter into it. Remember, when the Sister uses a Faith Power, she is the one that Spends or Burns Fate Points. Even if she's using a Power that affects the Psyker.
  21. DH lacks rules for acquiring followers, but it does have rules for using followers. If the party needs rounding out or a bit more oomph, I'd give each of the players a follower. GMPCs can work, and work wonderfully. But the pitfalls are many and ugly, so if you can address whatever the GMPC is meant to address in some other manner - in this case via player-controlled Followers - then that is generally the better idea. If you want rules for acquiring Followers (though you could just give them to your players), you can find some half-arsed houserules here.
  22. Mind that this is only true of players, and only as long as the group doesn't have issues with it. Despite what a lot of GM resources claim, as a GM fudging dice rolls is not a good idea, because the players will catch on eventually and it will suck the tension out of the game. If you're ever heading in the direction of a dice roll with a potential outcome you fear would negatively impact the game, it is a much, much better idea not to roll the dice at all.
  23. I believe there's also a GUMSHOE conversion over at Dark Reign.
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