OSSR: Dark Heresy

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Orion
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OSSR: Dark Heresy

Post by Orion »

DARK HERESY: ROLEPLAYING IN THE GRIM DARKNESS OF THE 41ST MILENNIUM

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Dark Heresy is the 2008 addition to the Warhammer 40,000 RPG lineup. The back cover promises players the opportunity to play “an Acolyte in the service of the Inquisition.” This doesn't mean exactly what you might expect it to mean, as we'll see later. It also offers us this rather baffling mission statement: “You will never know fame nor reward, yet if you stand resolute your deeds will be whispered to the God-Emperor of Mankind and your name will be revered for milennia.” Having your name whispered to the corpse-god seems dubious in value, and I don't understand how you can be revered without being famed, but that's okay, because as we'll see later there are totally rewards.

My confusion here is an omen of things to come. Throughout this book I found it difficult to keep track of what kind of status and what powers the Acolytes are actually supposed to have. It's possible that this is just me. This is the first Warhammer game in any medium I have actually read. Hopefully my ignorance will be a benefit in this context, allowing me to evaluate the book on its ability to orient newcomers. This is especially true because of the way I encountered it.

I first became interested in Dark Heresy when I was invited to play a 1-shot that might turn into a campaign. I showed up on game night, picked out a character from a set our MC had premade, and downloaded the core book onto my tablet. I then flipped through it haphazardly trying to orient myself while the game was in progress. Only after the first session did I have an opportunity to read the book in order and adjust my character. I will attempt to intermix a session report with the standard OSSR format.

I will also probably digress into design theory at some point, because this game's advancement mechanics are genuinely interesting, although I'm not sure they are actually viable.

INTRODUCTION

The first thing we get after the table of contents is a full page art splash featuring a blurry painting of a medieval tower and a crinkly yellow parchment with setting conceits spelled out in tiny, slanted, and overly embellished text. Fortunately, it seems to be essentially equivalent to the box text from every Warhammer product I've encountered. The God-Emperor is a corpse on a gold throne to whom thousands are sacrificed. He powers the Astronomicon and is served by Space Marines, Guard, Tech-Priests, and the Inquisition, among others. I stopped reading at this point and turned to the actual introduction.

This is 4-page section. 1 page is a cogent, if belabored, explanation of what an RPG is. 1.5 pages(!) are spent rehashing the table of contents with a one-paragraph description of each forthcoming chapter, which is almost completely unnecessary. The RNG is revealed: This is mostly a roll-under percentile system, with a few things (like damage) being rolled as some number of d10s or d5s. One page goes to an “example of play” that is essentially devoid of mechanics. The Acolytes make two skill checks, but the book simply asserts that they pass without showing the numbers or even mentioning that dice are being rolled. Somehow they find space for a single paragraph describing what sorts of mission our Acolytes will actually do: Apparently, we fight heretics, aliens, witches, demons, and conspirators, and we do it with guns. Good to know. Inexplicably, there is also a sidebar reminding us that demons aren't real. Apparently nobody told GW the Satanic Panic is over.
Last edited by Orion on Fri Nov 22, 2013 8:39 am, edited 1 time in total.
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Post by Longes »

Ooooh, murderhobo police! This is going to be interesting.
Throughout this book I found it difficult to keep track of what kind of status and what powers the Acolytes are actually supposed to have
As far as I understood, the Acolytes are mercenaries/apprenticies for the Inquisitor. They don't have any legal status, so you have to rely on people knowing your Inquisitor and not being an asshole to you.
Apparently, we fight heretics, aliens, witches, demons, and conspirators, and we do it with guns
Liars. Typical acolytes run around like headless chickens with flamethrowers.
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Post by John Magnum »

Before a very recent bit of errata, Full Auto on anything that had it was the optimal move. Dual autopistols was one of the better possible loadouts. However, they have since changed how Full Auto works to be less brutally broken, and I don't know if anything stands out as equally overwhelmingly powerful.

I can't wait to see you reach the healing rules.
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Post by Koumei »

The front cover there really needs a little "Pictured: NOT YOU".
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Post by Username17 »

Koumei wrote:The front cover there really needs a little "Pictured: NOT YOU".
It does. That's what the little "Warhammer" logo always means in the context of RPGs.

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Post by GâtFromKI »

You use the french version of DH?
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Post by Lago PARANOIA »

Koumei wrote:The front cover there really needs a little "Pictured: NOT YOU".
For crying out loud, why? It's not even like WW where the game designers are deathly afraid of you ruining their fanfic and defiling their penis-extensions NPCs; the basic WHFB and WH40K wargames let you field the top NPCs of the setting as an afterthought and even a joke.

What the hell, GW?
Last edited by Lago PARANOIA on Fri Nov 22, 2013 1:25 pm, edited 2 times in total.
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In short, your entire post is dismissive of not merely my intelligence, but my agency. And I don't mean agency as a player within one of your games, I mean my agency as a person. You do not want me to be informed when I make the fundamental decisions of deciding whether to join your game or buying your rules system.
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Post by GâtFromKI »

Lago PARANOIA wrote:What the hell, GW?
Because grimdark, bitch.


The easiest way to create a grimdark setting is by making the PCs shitty and killing them often.
Last edited by GâtFromKI on Fri Nov 22, 2013 2:09 pm, edited 1 time in total.
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Post by OgreBattle »

Lago PARANOIA wrote:
Koumei wrote:The front cover there really needs a little "Pictured: NOT YOU".
For crying out loud, why? It's not even like WW where the game designers are deathly afraid of you ruining their fanfic and defiling their penis-extensions NPCs; the basic WHFB and WH40K wargames let you field the top NPCs of the setting as an afterthought and even a joke.

What the hell, GW?
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Post by name_here »

Actually, no one knows what kind of powers acolytes are supposed to have, even in the setting. Their main authority is seriously that most people don't know they aren't Inquisitors.

I'd say that starting as acolytes is actually pretty reasonable in principle, depending on how the starting stats work. Inquisitors generally work seperately, so for a co-op game acolytes make more sense, and they're not exactly random dirt farmers.
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Post by TheFlatline »

You're an unofficial agent resource in this game. You know, like the CIA has agents who develop resources and use them. You could get burned at any time, you could be cultivated into an agent. It depends on your results.

And that's really one of the core themes: The Inquisition operates on an "end justifies the means" process. So long as you make your Inquisitor happy, there's just about nothing you *can't* do. And since your Inquisitor usually "isn't there" while you're doing your thing, he or she probably doesn't even give a shit what you did so long as the results were satisfactory. In my lengthy campaign that resulted in everything from breaking the law and guns running to out and out framing of individuals with falsified evidence to secure convictions of people they knew were guilty but couldn't prove.

As for your reward, calling the Emperor the Corpse God is pretty much announcing that you're down with Chaos and get you a bullet to the head. What they *mean* is that if you die in service to the inquisition, and your Inquisitor takes credit, your name is written in silver ink in this book of names of martyrs to the Empire, and it's sealed in lead and shipped to Earth to the Golden Throne's hall, where someone reads the names of all the dead to the Emperor, and then the book is stored in the Golden Thone's hall for all eternity.

It's not a tangible reward, but it's the equivalent of telling a religious person that their name will be personally known by God and that your memorial will be placed within sight of God for all eternity. In-character it's kind of a massive reward. The first time I introduced it for a player kill I took my time with it and the players themselves thought it was a suitable end to the character's story.

Also, it's been about a year since I ran my campaign so I had no clue they FINALLY nerfed full auto. It was in sore need of nerfing. You got a massive bonus to hit on full auto, and then every 10 points on a percentile die you succeeded by was an additional full hit. So even with a heavy stubber, which was a shit gun but almost anyone could get pretty quickly, you greased people in full carapace armor in one good solid hit.
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Post by TheFlatline »

name_here wrote:Actually, no one knows what kind of powers acolytes are supposed to have, even in the setting. Their main authority is seriously that most people don't know they aren't Inquisitors.

I'd say that starting as acolytes is actually pretty reasonable in principle, depending on how the starting stats work. Inquisitors generally work seperately, so for a co-op game acolytes make more sense, and they're not exactly random dirt farmers.
Starting skills are in the 30-40% range, or if you really suck, around 25% (22 is the lowest I think).

"Average" difficulty actually gives you a +10% to your roll instead of just a flat roll (which is "challenging" difficulty).

Skills give you either eliminate the untrained penalty, or give a +10 or +20 to your roll.

Gear and talents add to your skill rolls too.

At any time in your career you can advance your physical stats, but only +5% at a time and only 20% max improvement. So at the low end, max trained, you're looking at like a flat skill of 62%. On the top end it's around 80%.

So while first level is MASSIVELY "you fail at everything", by mid-game you're succeeding most of the time if you go boost hunting.
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Post by TheFlatline »

Also needs to be stated that Dark Heresy is the final RPG written and directly published by Games Workshop before Fantasy Flight took over the IP for games and RPGS. Now Black Library is only publishing fiction.

The Inquisitor's Handbook (the first splat) is also published by GW in an extremely brief print run before going over to FFG.

The game mechanics are fairly reminiscent of Warhammer Fantasy RPG 1st/2nd edition with some of the crazy turned down and some of the derp turned up.
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Post by Koumei »

TheFlatline wrote: So while first level is MASSIVELY "you fail at everything", by mid-game you're succeeding most of the time if you go boost hunting.
If you survive that long. And to be fair, you might, because it's a lot easier to be disabled for months rather than being killed.

Also, the value of flamers is inversely proportionate to the campaign's power level. With guns, you roll to hit (not affected by the skills of your foe). With flamers, they roll to not be hit (not affected by your skills).
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Post by TheFlatline »

Koumei wrote:
TheFlatline wrote: So while first level is MASSIVELY "you fail at everything", by mid-game you're succeeding most of the time if you go boost hunting.
If you survive that long. And to be fair, you might, because it's a lot easier to be disabled for months rather than being killed.

Also, the value of flamers is inversely proportionate to the campaign's power level. With guns, you roll to hit (not affected by the skills of your foe). With flamers, they roll to not be hit (not affected by your skills).
Well there's a dodge skill to dodge against, but most people don't get that until rank 2 or 3, which means their odds of dodging are 1/2 their DEX. Which averages like 10-20 if you're unskilled.

So yes, flamers are awesome.

Also, the way that character progression works, you start out halfway through Rank 1 (the bonus xp you get at char creation counts towards ranking up), and by midway through rank 2 you start feeling not quite so inept, and by Rank 3 you feel like your role in the party is pretty well developed.

I think we hit rank 2 after our 2nd or 3rd session, and rank 3 within maybe 3 or 4 sessions after that.

Oddly enough, by the time the campaign ended, and the PCs were like rank 8 or so (enough that they had all passed the specialization career fork) I was having trouble killing the PCs in a stand-up fight against reasonable enemies.
Last edited by TheFlatline on Sat Nov 23, 2013 1:04 am, edited 1 time in total.
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Post by Orion »

I was going to post chapter 1 today, but I have to go do a photoshoot. As compensation, I will share with you all whatever the most GRIMDARK photo from tonight ends up being.
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Post by ishy »

Did the photoshoot end yet?
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Post by Longes »

You also didn't share GRIMDARK photo with us, you liar!
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Post by Sakuya Izayoi »

Apparently FFG is supposed to be rebooting it. It's still CoC in space, though, rather than using the more Chainmail-ish rules you'd get with something like Necromunda.

After Only War, I got REALLY tired of the "muggle with magical luck points that the enemy muggles don't have" setup. I'd rather just have my PC get killed in a fair fight than keep engaging in the sort of misery tourism FFG's 40k team seems to have a hard-on for.

I come to grimdark for the heavy metal and heavy bolters, not to wade in mud.
Last edited by Sakuya Izayoi on Sun Apr 06, 2014 8:52 pm, edited 2 times in total.
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Post by TheFlatline »

I haven't picked up 2nd edition beta. I kind of want to see WTF the game is in 2nd ed but my gaming group fell apart (the death knell was my getting a job that has me putting in 15 hour days) so I'll hold off for now.
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