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Browsing Posts published in February, 2008

If you know me at all you know that I can’t leave a perfectly good system alone. Here are a few rules hacks that I’d tinker with if I were running a Dark Heresy campaign.

First, I’d like to remind folks of the Inquisitor “narrative miniatures” game. A few years ago Games Workshop put out this minis/rpg hybrid, and it’s currently available for FREE along with a ton of support material. It’s a very similar percentile system and character stats are nearly identical so minimal conversion is needed to use it with Dark Heresy. The fluff, of course, needs to conversion. For folks who want some Space Marines in their DH game, they’re in Part 2 under Adeptus Astartes; no Career Paths for PCs, but enough to put together some NPCs. In the Articles section is an additional piece by Gav Thorpe on how to incorporate them in an Inquisitor’s war band.

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To get a feel for the system, here’s a walk through the character creation process. It is very D&D-like, but with point-buy elements and a few interesting variations. All in all, it makes me think that if I want a crunchy system for fantasy I’d rather drop $50 on Warhammer Fantasy Roleplay and get everything, including a plethora of character options, in one book than drop $100+ on D&D 4th Edition.

For the purposes of this demonstration, I’ll be using the character creation rules in the book with no tweaks or cheats. When given a choice between picking for myself and rolling randomly on a table, I chose the random roll. The following is one of the characters posted yesterday. This is a beginning character, but creating a higher “level” character wouldn’t be much more difficult.

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So,
so you think you can tell
Heaven from Hell,
blue skies from pain

We’ve previously discussed that character creation in a crunchy game can be a game unto itself (I’m calling this Murat’s Law, as he pointed it out), so for a No Game Day project I decided to create some Dark Heresy characters. The problem was, my mind came up blank. I had no idea what sort of characters to try my hand at.

Two things happened. First, Pink Floyd’s Wish You Were Here came on the radio. It’s one of my favorite songs of all time, and the sad, doomed, nostalgic tone felt right for 40k: the universe is broken, it can never be repaired, but we muddle on and pretend this is normal even if we won’t admit that it’s not. So I went into character creation with the tragedy of Syd Barrett in my head.

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Dark Heresy

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I’d like to begin by thanking the anonymous benefactor who bought this for me from my Amazon Wishlist. Although I’ve never played the Warhammer 40,000 wargame and probably never will, I’m a huge fan of 40k fiction and the roleplaying game screamed my name. When I heard that Black Industries, the publisher, was going out of business and that this was going to become an orphaned game I considered breaking my vow to buy no new books this year; I was afraid that if I waited it would only be available used, for egregious prices.

This is a pretty book, hefty, well-bound, fully illustrated and color throughout. I think this is one of the last of a dying breed; the cost of publishing has been rising over the years, and with the falling dollar those costs will only increase. I already think a $50 price point is pushing it, so I think it’s simply a matter of time before full-color hardcover core books go the way of the dinosaur. That, I suspect, is why the plug got pulled on Black Industries. The margin on roleplaying books is low, and Games Workshop would likely rather you drop $50 on miniatures or other swag with a bigger markup.

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In a Wicked Age

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Last weekend I was supposed to play this game, but unfortunately I was sick, the gamemaster was sick, and it just never happened. I’m hoping we can pull it together another time, because this system is incredibly cool, unique, and innovative.
The rules for In a Wicked Age are so simple — they run 37 pages, including a cover, credits, and a lot of tables — that writing a synopsis of game play runs the risk of giving away the farm. I’ll try to give you a feel for the game without harming sales for Lumpley Games, and I will also assure you that it’s worth the $10 for the PDF if you’re into sword-and-sorcery role playing. continue reading…

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In 1978, thirty years ago, I rolled up my second D&D character. He was a gnome illusionist-thief named Adam Madblade (hey, I was 14, some slack please on the cheesy name) and I haven’t ever really looked back. Yes, I’ve played a variety of characters across many races and classes and had a lot of fun doing it, but gnome/illusionist/thief has always been my fall-back position.

When 3.5 was released and The Powers That Be abruptly declared that the preferred class for gnomes as Bard, I had some problems with that. A lot of people tried to show me how it kinda-sorta made sense, since Illusionist wasn’t really a class anymore in 3rd edition (which did’t bother me, because the wizard schools thing made sense and I could still create an illusionist with little effort), and I kinda saw their point but I was still disappointed.

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This is just an idea I had. Call it a capstone system. Right at a cliffhanger spot in a story, or right before some big battle or climactic event, a player calls Flashback. Only one player per scene, first come first served. That player than tells some story from the character’s past that ties in, thematically, to the current situation or what’s about to happen. It’s intended to give some shading and layers of meaning to the upcoming scene.

What you get in return is basically like a Wild Die in Savage Worlds for the remainder of that scene. You roll two of the same die type and pick the best one. For example, if you’re playing a d20 based game, you roll two d20s and use the best one. In a percentile-based game, you’d roll two percentiles and pick the best one. In the event the dice tie, however, you have to reroll and take the lower result. Because sometimes, the flashbacks only build you up for a tragic failure.

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