Showing posts with label science fiction. Show all posts
Showing posts with label science fiction. Show all posts

Saturday, August 27, 2011

Dark Heresy - Introductory Adventure - Part 2


 We ran through the second part of my current Dark Heresy adventure on Wednesday. It was a blast, and I felt like it went a lot smoother than the first session. It was a fairly short session, but fun all the same.


Now Entering Stern Hope

Upon entrance to Stern Hope, the PCs were met by Brother Lamark. They immediately took a liking to him, and he to them. They also met a new PC, the arbitrator. Their first stop was the inn, the Crying Clota. Now, I didn't have a chance to look up what a Clota was before the session (apparently it's some herd animal native to Iocanthos). So, the arbitrator's player decided to define it for us, as a limb that was cut off by a chain sword. I love it when the players take on some of the creativity of the game!

After dropping Aristarchus off at the Crying Clota, the PCs decide to wonder around town and see what they can learn. Since they hadn't done much of this back at Port Suffering, I was glad they were starting to do some investigation. They stopped first at the Priory and talked with Brother Lamark. I had a lot of fun RPing him, though I may have made him a bit too silly. After that some of them wandered up into the hills, but without a guide or good directions, they got a bit lost and finally ended up back where they started. The psyker decided to try psyniscience to sense any disturbances in the warp - but all he sensed was an eerie silence, like the calm before a storm. Finally they headed to bed.

On the Heights

The next morning they met Abbot Skae and Brother Severus. They didn't ask too many questions or interact with him too much, but headed right out to talk to the people of the settlement. Specifically they targeted the camp of Ashleen warriors. This was good, since the Ashleen seemed to have the most interesting information about the situation. The arbitrator's high inquiry skill got them a few answers, and they managed to bribe one of the townsfolk to accompany them up into the hills, where strange lights had been rumored to be seen. Lamark also accompanied them.

In the hills, they were ambushed by a strange creature called a hexalid. Again, the arbitrator proved to be a valuable addition to the party. His high awareness allowed the party to notice the hexalid before it attacked, keeping it from surprising them. Additionally, his quick reactions, trusty shotgun, and high ballistic skill (and good roll!) allowed him to nearly take out the creature in one shot. Upon it's death, the hexalid was revealed to be mostly rotten, with it's eyes pecked out. Creepy!

Session End

I ended the session rather early this time since I needed to pack and people had places to be the next morning. We stopped as the acolytes were returning to Stern Hope, at dusk. The next morning would herald the arrival of Esha Raine, the wisewoman, and later in the afternoon, the consecration of the cathedral. Will the ceremony go smoothly? Or will dire and unnatural forces keep it from succeeding? We'll see next time!


Lessons Learned


The hexalid fight would have been more challenging (and more interesting, and possibly more fun) if I had done a few things differently. First, I completely forgot fear rolls again. The hexalid is a frightening creature and should have required a fear roll of 1. Secondly, the creature had a few special qualities that I neglected to look up ahead of time which may have effected the fight. Finally, I handled the hexalid the same way I handled the thugs, which was a mistake. The thugs were somewhat weak, individual enemies which I allowed to die upon taking any critical damage. The hexalid, however, should have kept on fighting until killed by excess critical damage, just like a PC would. This would have made the fight significantly more interesting, and is something I'll definitely do for any tough NPCs or monsters in the future.

The next session in the adventure will be run sometime in the next two weeks. Hopefully it will go well, as I apply everything I've learned so far!

Friday, August 26, 2011

Dark Heresy - Introductory Adventure - Part 1


 I'm currently running the introductory adventure of Dark Heresy for my local gaming group. I thought I'd bring you a brief summary of how it was going, what I've learned, and what I hope to do better next time.

The Acolytes

The group of PCs is a motley crew (but aren't they always?) consisting of a tech priest, cleric, psyker, arbitrator, and scum. Only the players for the cleric and tech priest have significant knowledge of the Warhammer 40k universe, though the arbitrator has some inkling from the Dawn of War games. So far, none has ventured far from their iconic roles, but that's to be expected as many are new to both the system and the lore.


The Brazen Sky

The characters began play on The Brazen Sky, a interstellar freighter taking them to the planet Iocanthos, where they would investigate some "phantasmagoria" (best word ever) surrounding a soon to be consecrated temple to Saint Drusus. The time on the Brazen Sky is intended to allow the characters to get to know eachother and interact with an overbearing purser who had access to the "gray market", a market for illegal and hard to find goods. However, I found it difficult making this work, and we ended this section early.

Port Suffering

The next section of the adventure had the acolytes land at Port Suffering. I enjoyed role playing the self-important official who meets them at the drop location, and I felt like the players did a good job of getting into the roleplay and handling him. On the way to meet their contact, the players came across a crazy old man. They succeeded on their rolls to decipher his mumbled ramblings, which was fun. And the scum provoked a combat encounter by roughly grabbing the old man's arm.

Here's where things started to go wrong. I'm simply not familiar with the combat mechanics for Dark Heresy yet, and the combat was one bumbling mistake on my part after another. Still, I feel like we all gained some valuable (out of game) experience on how the combat system works, which I feel was the main point of this particular combat. The PCs were wounded, and learned that working together might have prevented that, as well as being prepared for combat rather than letting it happen to them. These are two important features of Dark Heresy.

After the combat, the PCs would normally have continued on to meet their contact, Aristarchus the Seer. However, they were accosted by the local authorities due to the gunfire in the combat with the street thugs. I (and the book) expected them to try to talk their way out of this, but players always find a way to ruin your plans :) So, Aristarchus met them at the town watch station and collected them there.

The Trip to Stern Hope

The next leg of the adventure involved the trip to Stern Hope, where the cathedral due to be consecrated is located. While there were no combats on the trip, there were two important events. First, during the night, a dead body stumbled into the PC's camp and collapsed. It appeared to have been dead for days. Second, later the next day, the PCs encounter a strange apparition on a nearby outcropping of rock, which disappears right after being seen. Moving closer, they see a symbol of Saint Drusus burned into the rock.

I feel like I didn't handle either of these particularly well. The dead body moving around should possibly have required fear rolls, and could have been made a lot creepier. The strange apparition could also have been made creepier. I need to work on how I describe the strange phenomena going on around the players, to help get them in the mood.

Session End

I ended the first session here, as they were about to reach Stern Hope. One of the nice things about Dark Heresy is that experience is awarded on a per session basis, so that each time players have a chance to get something new. Their fate points also recharge on a per session basis. This also allows players to bypass some of the harshness of the healing rules - a fate point can be expended to regain 1d5 wounds, so at the end of the session the PCs can spend their fate points to recover, then regain the fate points back at the beginning of the next session.

Lessons Learned

This first session was extremely useful in familiarizing myself and my players with the combat system. I also think it helped get them used to the Warhammer 40k lore, though that will take more time to sink in fully. I also became more comfortable with roleplaying 40k NPCs, which I think I did a much better job of in the second session. Finally, it gave me some ideas on how to handle experience, healing, and fate point recharge in the play by post game I have planned.

I've already played through a second session of this adventure, and I'll post a summary of that in the near future!


Saturday, August 20, 2011

Dark Heresy - Grim Dark Awesome


I've recently begun GMing (acting as game master for) a game called Dark Heresy. Dark Heresy is a tabletop RPG set in the Warhammer 40k universe. For those unfamiliar with the setting, Warhammer 40k is a science fiction setting in the year 40,000, and the future is not nice. In fact, it's termed "grim, dark" in the official book descriptions, and "grimdark" has become a minor meme around the internet to describe the gritty, harsh conditions that characterize this setting.

Rather than attempt to describe the setting further, I'll give you the official description:
"It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the vast Imperium of Man for whom a thousand souls are sacrificed every day so that he may never truly die.Yet even in his deathless state, the Emperor continues his eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in His name on uncounted worlds. Greatest amongst his soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defense forces, the ever-vigilant Inquisition and the tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat to humanity from aliens, heretics, mutants -- and far, far worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times. Forget the power of technology and science, for so much has been forgotten, never to be relearned. Forget the promise of progress and understanding, for in the grim dark future there is only war. There is no peace amongst the stars, only an eternity of carnage and slaughter, and the laughter of thirsting gods.
Basically, the human regime is harsh, xenophobic, and violently intolerant. The average human can expect a short life filled with little more than work and duty, often cut violently short. But the alternative to the Imperium is much worse - chaos powers and violent aliens are barely kept at bay by Imperial armies.

I've read several books set in this universe - they can be very good, but also very bad, as books commissioned and controlled by a company can be (other examples include Dragonlance, Forgotten Realms, Star Wars, Star Trek, and others). If the setting sounds interesting and you'd like to try some of the novels, I'd highly recommend the Last Chancers series, or for a lighter and more fun introduction, the Ciaphus Cain series.

Warhammer originally began, and is best known, as a tabletop wargame. However, the RPG (both the fantasy version and 40k) have become more popular recently. The 40k RPG is called Dark Heresy. In it, the characters play as Acolytes, servants of the Inquisition. Their missions from their Inquisitor can vary greatly, but examples include investigating strange phenomena, possible alien activity, or rooting out heretical tendencies. Unlike in D&D, characters are not (in the default rules) particularly powerful compared to other people. Combat is extremely deadly, with characters easily ending up maimed or killed. Additionally, healing is not easy to come by, and unless extraordinarily lucky, characters have access to at best similar medical conditions as those in real life. Often, the party will be visiting a backwoods planet with much lower caliber medical facilities. So an emphasis on investigation and avoidance of combat is the best way for characters to survive.

I've been running the basic, vanilla game. However, there are many supplemental sourcebooks. Additionally, Games Workshop (the Warhammer publisher) has released two standalone expansions to the game called Rogue Trader and Deathwatch. In Rogue Trader, rather than playing Acolytes in the Inquisition, the characters are rogue traders in a ship out to seek their fortune. A rogue trader is a combination of freelance explorer, conquistador and merchant. They are Imperial servants, given a ship, a crew, a contingent of Marines or Guardsmen and carte blanche to roam the worlds beyond Imperial control. Rogue Trader uses a different system for wealth than Dark Heresy, and in general the players have access to more stuff right off the bat since they are more autonomous and have their own ship.

In Deathwatch, the characters play as Space Marines, the Adeptus Astartes. Anyone familiar with the setting knows that space marines are pretty much the scariest thing the Imperium has to offer. They are huge superhumans genetically modified to be tougher and stronger than a normal human. Their skeletal structure has to be strengthened to carry their massive muscle bulk as well as to protect them in battle, they have redundant organs as well as new organ such as one which allows them to ingest and breathe most poisons harmlessly. They wear power armor which is extremely tough, as well as having climate control features and drug delivery methods to pump medical drugs as well as combat drugs into the marine as needed. They use primarily bolters as weapons, somewhat expensive personal firearms whose bullets detonate on impact. Additionally, most have chain or power weapons as well. Yes, chain swords (think chainsaw swords) are really a thing in Warhammer 40k. Deal with it.

Deathwatch space marines fight primarily xenos (aliens) and are usually called in by the Inquisitorial Ordo Xenos. Obviously the Deathwatch RPG is at a much higher power level than the other two RPGs. I don't have the pleasure of owning this rulebook, so I can't comment on much other than that, but I do hope to play it sometime in the future!

I'm currently running the introductory adventure in Dark Heresy for my local gaming group. I'm also considering running a play by post version with my guild. Finally, I'm hoping to join a Dark Heresy game next month as a player. I'll update here with how each have gone, perhaps including the full play by post if we complete it!