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![[Post New]](/s/i/i.gif) 2010/05/02 16:15:37
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Longtime Dakkanaut
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So, are there any more chapters to be reveled? Wouldn't mind seeing the Iron Snakes represented
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![[Post New]](/s/i/i.gif) 2010/05/02 19:26:44
Subject: Re:Dark Heresy/Rogue Trader / Deathwatch Release thread
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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This is it, no more chapters.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2010/05/02 19:29:36
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Lord of the Fleet
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Scottywan82 wrote:Did, you hear? Codex DE got pushed back another year to make room for Codex Storm Wardens!
Yes, with the new ThunderRaider transport. It's a flying land raider with twin linked volcano cannon sponsons and a transport capacity of 24. AV 15 on all facings.
And the sad part is, none of hte above statements being true would even surprise me at this point.
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Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora
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![[Post New]](/s/i/i.gif) 2010/05/03 03:26:54
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Stubborn Temple Guard
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BaronIveagh wrote:Scottywan82 wrote:Did, you hear? Codex DE got pushed back another year to make room for Codex Storm Wardens!
Yes, with the new ThunderRaider transport. It's a flying land raider with twin linked volcano cannon sponsons and a transport capacity of 24. AV 15 on all facings.
And the sad part is, none of hte above statements being true would even surprise me at this point.
Don't forget the three Structure Points and Void Shields. And it is immune to damage from Assaults.
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27th Member of D.O.O.M.F.A.R.T.
Resident Battletech Guru. |
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![[Post New]](/s/i/i.gif) 2010/05/03 03:46:33
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Lord of the Fleet
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Mattlov wrote:BaronIveagh wrote:Scottywan82 wrote:Did, you hear? Codex DE got pushed back another year to make room for Codex Storm Wardens!
Yes, with the new ThunderRaider transport. It's a flying land raider with twin linked volcano cannon sponsons and a transport capacity of 24. AV 15 on all facings.
And the sad part is, none of hte above statements being true would even surprise me at this point.
Don't forget the three Structure Points and Void Shields. And it is immune to damage from Assaults.
And only costs 50 points as a dedicated transport option for Tac squads!
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Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora
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![[Post New]](/s/i/i.gif) 2010/05/03 12:34:05
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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[DCM]
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As funny as all that is...
Please stay on topic in this thread.
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![[Post New]](/s/i/i.gif) 2010/05/06 08:26:16
Subject: Re:Dark Heresy/Rogue Trader / Deathwatch Release thread
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[DCM]
Et In Arcadia Ego
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Update time
Ross Watson
+++Incoming Astropathic Transmission+++
Greetings, Dark Heresy fans!
The climactic finale to the Haarlock’s Legacy trilogy looms on the horizon! In Dead Stars, the unspeakable secrets of Rogue Trader Solomon Haarlock are revealed at last, and the Acolytes investigating his disappearance must make a dire choice that will affect the future for millions of Imperial citizens. With the fate of the entire Calixis Sector at stake, will the Acolytes stand in the way of Haarlock’s return, or will they allow the consequences of his vengeance? Find out in Dead Stars!
A New Challenger Appears!
Warhammer 40,000 Roleplay, including the Dark Heresy, Deathwatch, and Rogue Trader lines, has been experiencing some amazing success. In fact, they have been so successful that FFG has recently hired another full-time developer, Mack Martin! As the developer of Dark Heresy, Mack will be able to devote 100% of his attention to Dark Heresy and lead the charge into the future with many more projects on the horizon. This will also allow me to focus entirely on the Deathwatch line, meaning that all three Warhammer 40,000 Roleplay games will have a dedicated developer.
For me, this is a momentous announcement: I am pleased to “pass the torch” to my friend and colleague Mack Martin, who is taking over as the Lead Developer for Dark Heresy beginning this month. I have rarely encountered a bigger fan of all things having to do with the Inquisition than Mack, and I am really looking forward to seeing what he has in mind for the future! Naturally, I will be working closely with Mack during the transition, and I hope you will all join me in wishing him the best!
The Next Step
Next week’s designer diary is devoted to Dead Stars and includes more information on the future of Dark Heresy. Until then, may the light of the Golden Throne guide your way!
link
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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![[Post New]](/s/i/i.gif) 2010/05/06 08:29:13
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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As long as the new guy doesn't do to Dark Heresy what was done to the Fantasy RPG, we'll do fine.
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![[Post New]](/s/i/i.gif) 2010/05/06 13:28:40
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Regular Dakkanaut
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H.B.M.C. wrote:As long as the new guy doesn't do to Dark Heresy what was done to the Fantasy RPG, we'll do fine.
I would have thought they'd be tied to whatever system Dark Heresy uses so that they can cross fertilise the two games.
I like what they've done with the Fantasy game, my only gripe is that it's a bit light on fluff as a stand-alone game. I like that they have moved away from minis and battle mats as a core part of a role-playing game. Not that it would be that hard to put it back. I originally prefered the first edition of WHFRPG becasue it could be played as a miniatures game unlike red box D&D which didn't have the miniatures consistancy. I DM a 4th ed. DnD campaign and while I like the battle mats and some of the PC tools WotC have introduced it seems to have leeched the imiagination from the game. The new WHFRPG moves nicely away from gridded maps and puts the game back in the imagination of the players which I really like. Neither is better they are just different. The dice gimmick is nice because it removes the game of 'guess the AC of the monster' game.
I'm looking forward to seeing the Deathwatch game but I'd probably adapt it into a straight Space marine RPG rather than the ( IMO) convoluted Deathwatch fluff crowbar.
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![[Post New]](/s/i/i.gif) 2010/05/06 13:33:24
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Yes, and some of us would rather drink paint than see Dark Heresy turn into what the Fantasy RPG has become. And how is Deathwatch a convoluted fluff crowbar? Deathwatch has been established for years in 40K fluff as a Chapter that includes members from lots of Chapters. If anything it makes the most sense as the 'Marine RPG', because it allows anyone to play any Chapter without having to justify why they're working together.
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This message was edited 1 time. Last update was at 2010/05/06 13:33:55
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![[Post New]](/s/i/i.gif) 2010/05/06 14:13:58
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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[DCM]
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H.B.M.C. wrote:Yes, and some of us would rather drink paint than see Dark Heresy turn into what the Fantasy RPG has become.
And how is Deathwatch a convoluted fluff crowbar? Deathwatch has been established for years in 40K fluff as a Chapter that includes members from lots of Chapters. If anything it makes the most sense as the 'Marine RPG', because it allows anyone to play any Chapter without having to justify why they're working together.
Yes!
And since DH, RT and now DW are, in a sense, all parts of a bigger system, I'm hoping that they will avoid the WHFRP3 treatment for a long, long time!
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![[Post New]](/s/i/i.gif) 2010/05/08 02:46:02
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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New news - finally some info on the actual DW game itself!
Strength and Honour 18
Demeanours in Deathwatch
Deathwatch | Published 07 May 2010 Rating 17 votes
by Ross Watson
Greetings, Deathwatch fans!
As a roleplayer, one thing that is very important to me during a game is to grasp one definitive element that sets my character apart from the others, and then get a chance to really *use* that during the game. My own personal goal was to make sure that there was a chance for every Deathwatch character gain the spotlight and do something cool and memorable once in every game! This concept was behind the development of a mechanic in Deathwatch that we eventually named Demeanours.
A Demeanour is a specific trait associated with a particular Space Marine. Some Demeanours are linked to the Space Marine’s home Chapter—the Chapter’s beliefs, traditions, or even specific flaws in their gene-seed. Others are unique to that individual Space Marine’s personality.
The purpose of Demeanours is to highlight what makes each Chapter—and each Space Marine—different. They exist in Deathwatch as a narrative prompt, meaning they present options and reasons for a Space Marine player character to act a certain way or respond in a particular manner to any given circumstance. Demeanours are not a straightjacket; they do not force a character to take action. Rather, Demeanours present the player with ideas and opportunities for the decisions he makes while roleplaying to have an impact on the mechanics of the game.
Two Types of Demeanours
A Demeanour can be both a particular advantage for the Space Marine or a portray a challenge he must overcome, and in enduring, grow stronger. All of this means that each Deathwatch character has two Demeanours; one from his Chapter, and one that is personal to him.
The Chapter Demeanour represents the traditions and beliefs of your home Chapter. It may also represent particular quirks or mutations of their gene-seed. Your Chapter Demeanour is part of the bedrock of your character, and as such, the Chapter Demeanour does not change after character creation.
Your Personal Demeanour represents a strongly-held set of values or facet of your personality. It may be an ideal you strive to live up to or a code of honour. However you choose to describe it, your Personal Demeanour is a powerful part of who you are and helps set you apart from the other Space Marines of your Chapter.
During the course of a Deathwatch campaign, part of the GM’s role is to challenge your Personal Demeanour and test your values. Can you hold true to your beliefs in the face of utter evil or seductive temptation? It is natural that your character should grow and change over time, and that should be reflected in your Personal Demeanour. No one knows your character better than you! Therefore, you may choose to change your Personal Demeanour at any time you feel it is appropriate.
Sample Personal Demeanour: Studious
The Space Marine values lore and learning, preferring to think his way through a problem.
Using Demeanours
The intention behind a Space Marine’s Demeanour is to provide an opportunity for the Space Marine to gain a dramatic and highly memorable moment (a “crowning moment of awesome”). The opportunity provided by the Demeanour is inextricably linked to his Chapter and his own unique strength of personality. It is his chance to put the spotlight on just how his Chapter is different to those of his Battle-Brothers in the Kill-team...or (just as significant) how that particular Space Marine’s personality is expressed.
When a Space Marine focuses on the core elements of his personality, calls on the legacy of his geneseed, or honours the important beliefs and traditions of his Chapters, he becomes more than just another Battle-Brother.
When you use your Demeanour during the game, it is known as “triggering” the Demeanour. In order to trigger a Demeanour, the Space Marine player need only announce that he is doing so and apply the benefits. You can only trigger your Demeanour a total of once per game (although every Space Marine has two Demeanours, he gets the benefits only once per game, and he must select which Demeanour to trigger in this manner).
When a Space Marine’s Demeanour is triggered, the Space Marine gains any applicable benefit he would normally receive from spending a Fate Point, and in addition, he may also improve these benefits through roleplaying.
The benefits of triggering the Demeanour may be enhanced if the Space Marine player puts effort into roleplaying the Demeanour. The player can portray his character either gaining strength from his ideals, or (alternatively) he can consider his Demeanour a particular challenge that he must somehow overcome.
Gaining an improvement is simple; if the other Space Marine players agree that your Demeanour has been roleplayed well, you gain the Improvement! Judging this can be as simple as asking for a quick thumbs-up/thumbs-down around the table.
Gaining an Improvement means that you double the bonus from the Demeanour. You could gain a +20 bonus to a Test instead of a +10, remove 2d5 Damage instead of 1d5, and so forth. Even if your dice completely desert you, triggering a Demeanour should always have something impressive happen during the game, and GM’s are encouraged to take part; if a Triggered Demeanour results in an attack that does no damage, the enemy may instead gain a distinctive scar he will bear forevermore, for example.
Forward, Battle-Brothers!
Now that you’ve got an idea of what Demeanours are and how they are used, next week I’ll dive in and go over some of the ways the “Project Iceberg” team developed the core experience of Deathwatch.
Deathwatch is a roleplaying game in which players take on the roles of the bio-engineered super-soldiers known as Space Marines. United with their battle-brothers, players will complete extraordinary missions involving some of the greatest heroes and deadliest opponents the Warhammer 40,000 universe has to offer.
Guess we'll have to wait a week for 'new guy' to tell us what he's going to do to Dark Heresy.
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![[Post New]](/s/i/i.gif) 2010/05/08 03:45:14
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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[DCM]
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Thumbs up in indeed!
Not sure about this, but it sounds interesting!
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![[Post New]](/s/i/i.gif) 2010/05/08 04:14:10
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Lord of the Fleet
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So role playing your character gives you buffs?
Am I the only one to foresee huge gaming table arguments about how much roleplaying is required to get the buff???
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Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora
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![[Post New]](/s/i/i.gif) 2010/05/08 04:22:45
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Only if your GM is sloppy and can't control the group.
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![[Post New]](/s/i/i.gif) 2010/05/08 12:50:11
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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[DCM]
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Yeah, it really will all depend on the group you're gaming with.
It does seem like a good way to encourage 'staying in character' though...
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![[Post New]](/s/i/i.gif) 2010/05/08 14:40:05
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Rough Rider with Boomstick
Finland
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Alpharius wrote:Yeah, it really will all depend on the group you're gaming with.
It does seem like a good way to encourage 'staying in character' though...
My first reaction was also reserved. This mechanics can go wonky, unless everybody in the group has relatively similar "morals". I try to keep an open mind about this but it is really easy to see this changing into an "automatic boost". Why would the players ever deny each other this extra help? Especially in a tight spot. Sure the GM could take the power of decision but that kind of defeats the original purpose of the mechanic.
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12001st Valusian Airborne
Chrome Warriors
Death Guard
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![[Post New]](/s/i/i.gif) 2010/05/08 16:11:23
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Lord of the Fleet
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... we all know there's always that one guy...
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Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora
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![[Post New]](/s/i/i.gif) 2010/05/09 16:49:24
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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[DCM]
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A-P wrote:Alpharius wrote:Yeah, it really will all depend on the group you're gaming with.
It does seem like a good way to encourage 'staying in character' though...
My first reaction was also reserved. This mechanics can go wonky, unless everybody in the group has relatively similar "morals". I try to keep an open mind about this but it is really easy to see this changing into an "automatic boost". Why would the players ever deny each other this extra help? Especially in a tight spot. Sure the GM could take the power of decision but that kind of defeats the original purpose of the mechanic.
I hadn't even thought of the 'auto-boost' abuse potential...
Well, here's hoping we all have excellent GMs!
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![[Post New]](/s/i/i.gif) 2010/05/09 17:14:13
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Lord of the Fleet
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... I've GMed some really odd gaming systems, and consider myself pretty good, and I wouldn't let my group near this game with a ten foot nemesis weapon. There's way more potential for abuse here then even Demon the Fallen, where the players could get a power to permanently rewrite their physical stats.
It's kind of strange how much WoD stuff we're lifting from in DH/RT/DW now, though. Lure of the Expanse they had the Blood Bond mechanic from V:tM for water from Vaporius. Now we're grabbing Nature and Demeanor for DW.
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This message was edited 1 time. Last update was at 2010/05/09 17:15:21
Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora
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![[Post New]](/s/i/i.gif) 2010/05/09 17:17:36
Subject: Re:Dark Heresy/Rogue Trader / Deathwatch Release thread
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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As a wannabe (or should I say Shanghaied?) GM, I fear what the future sessions of "donkey-caves in power armour" might bring.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2010/05/09 17:46:09
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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[DCM]
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Space Marines, if played 'right', will be awesome in a Deathwatch setting.
As always, it is going to come down to your group of players and your GM.
If you're in a good group - this is going to be a blast!
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![[Post New]](/s/i/i.gif) 2010/05/09 18:03:20
Subject: Re:Dark Heresy/Rogue Trader / Deathwatch Release thread
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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I'll see how things unfold. I am digging Death Watch a lot and I really look forward to the final product, though I feel my group isn't ready yet for such a setting. Until then we're familiarizing ourselves with Rogue Trader. Baby steps.
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2010/05/12 08:12:06
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Incoming: More Awesome! “The stars call out to us, like the Siren’s songs of yore; they lure us to fortune...or calamity.” –Captain Zacharias du Kane, Rogue Trader Many a foolhardy Rogue Trader has passed through the Maw, never to be seen again. Avoid their fate! Equip yourselves with the tools and abilities any worthy Rogue Trader needs to survive. Fantasy Flight Games is pleased to announce the upcoming release of Into the Storm, a supplement for Rogue Trader! You and your fellow Explorers have mustered the courage to claim the vast riches of the galaxy, but as the obstacles before you grow more formidable and your enemies more cunning, you’ll need a powerful arsenal to defend what’s yours. Arm yourself with the knowledge, equipment, and firepower to rise to dominance! Arriving this summer, Into the Storm offers a host of new character options, allowing for increased personalization with the new expanded Origin Path and Alternate Career Ranks. Plus, play as a character from beyond the Imperium with two all-new xenos Careers. Keep watching, and over the coming weeks we'll reveal details of these exciting new options. Vehicle rules add a new dimension to gameplay and expand possibilities for adventure. Explore uncharted worlds in a Rhino APC or dominate your foes from the cockpit of a Fury starfighter. You can even gain access to an extensive new armoury of weapons, armour, and gear wrested from alien races or rediscovered from humanity’s dark past, or augment yourself with new psychic powers for Astropaths and Navigators. Into the Storm contains everything needed to build and equip a Rogue Trader like no other... and the crew to match. This summer, it will take more than ambition to defend your claim. Linky! Awesomesauce.
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This message was edited 1 time. Last update was at 2010/05/12 08:12:34
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![[Post New]](/s/i/i.gif) 2010/05/12 08:37:53
Subject: Re:Dark Heresy/Rogue Trader / Deathwatch Release thread
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Regular Dakkanaut
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Those demeanours look very interesting. I play with a group who don't roleplay much so things like that can really help differentiate between them. I'm also interested in how military roleplaying works as in theory these will be characters who are used to the chain of command and used to not having much free will. Rogue Trader has never really interested me much but I will probably get Deathwatch with a hope towards loosign the Deathwatch itself and roleplayign some Space Hulk style exploration games.
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![[Post New]](/s/i/i.gif) 2010/05/12 08:56:27
Subject: Re:Dark Heresy/Rogue Trader / Deathwatch Release thread
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[MOD]
Decrepit Dakkanaut
Cozy cockpit of an Archer ARC-5S
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feth yes. I knew keeping those unarmed scout bikes around was a good idea. I wonder if one of those two alien careers involves the Kroot?
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Fatum Iustum Stultorum
Fiat justitia ruat caelum
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![[Post New]](/s/i/i.gif) 2010/05/12 15:03:38
Subject: Re:Dark Heresy/Rogue Trader / Deathwatch Release thread
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Decrepit Dakkanaut
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I hope so ... obviously
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![[Post New]](/s/i/i.gif) 2010/05/12 15:24:17
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Lord of the Fleet
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My money is on kroot and eldar.
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Fate is in heaven, armor is on the chest, accomplishment is in the feet. - Nagao Kagetora
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![[Post New]](/s/i/i.gif) 2010/05/12 21:21:42
Subject: Re:Dark Heresy/Rogue Trader / Deathwatch Release thread
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[DCM]
Et In Arcadia Ego
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Minor news update
Salutations Acolytes!
In last week's Designer Diary Ross announced that I’d be taking over development for Dark Heresy and with that I’ve inherited this awesome privilege: Informing you that Dead Stars will be on shelves soon! I am filled with two complimentary emotions. First I am excited that this fantastic trilogy of adventures by the illustrious Alan Bligh and John French is coming to a climax. It’s a story I have been enjoying through the eyes of my Noble born Guardsman Emric. I remember some particularly memorable moments escaping some kidnappers. I’m sure many other groups are looking forward to seeing how things come to a head as much as I am.
That brings me to the second emotion I’m quarreling with at the moment. Anticipation. In my new role at the helm of the good ship Dark Heresy I get a birds eye view. It is a rare privilege to observe others as they discover the surprises and twists that this adventure series offers. Secrets seeded into the conception of Dark Heresy will finally be revealed and I can’t wait to watch the fans to uncover them too.
It’s tough to write about an adventure, as I don’t want to spoil it for the players. This wouldn’t be much of an announcement if I didn’t at least talk about one of my favorite new things. The Maccabian Janissaries are a Calixian Imperial Guard regiment. That really speaks to me as a fan of the Guard and as a player of one in this very campaign.
“These regiments are raised from the arid planet of Maccabeus Quintus, a place of fierce and stoic people and iron-strong puritan faith in the Imperial Creed. The Conclave Calixis has oath bonds with the fifth Maccabian regiment and has called on the honour debts owed to them to procure the services of ten of the most resolute and effective soldiers in the sector, lead by two experienced NCOs. The Janissaries are tough and battle-hardened men and women who are bound by oaths made in seven shrines on Maccabeus Quintus. They see serving the Emperor’s will as a sacred duty and have a grim attitude; they are not given to frivolity or humour. They spend much of their time preparing for their mission, either performing combat drills or weapons maintenance, in prayer or studying information on the environment and situation of the station on Mara.”
Not only am I looking forward to overseeing the release of Dead Stars, I am also keeping an ey on the future of the entire line. I’m certain that many of you are wondering who I am and what I plan to do with the game we love.
I’ve been playing Roleplaying games for just over 20 years now. I cut my teeth on Shadowrun. That quickly changed into a campaign of Gary Gygax’s Cyborg Commando thanks to a copy of the box set we found at a local dollar store. I picked up Warhammer 40k back in the second to third edition transition. I love the IP like no other, in particular the Inquisition and the stories that can be told through the themes that run in its veins.
I’m also a net-geek. I helped found a Warhammer 40k podcast and blog site that let me meet a lot of interesting people and learn quite a bit about the hobby on multiple fronts. It’s fun to look back and see how much my opinions have changed and grown in a short time. I understand the power of the Internet and love that I have the opportunity to supplement the game line with PDF’s. I caught the bug for designing books by building a few supplements for my gaming club to use.
A few years ago I decided I wanted to break into the gaming industry. I set my goal and began documenting the trek online. During this time I interviewed Ross Watson on my podcast and he has been a mentor and advisor to me as I developed the skills I needed to become a serious designer of tabletop RPG’s. It’s been a long road to where I am and I’ve enjoyed every minute of it. I now have more road ahead (to extend the metaphor) and planning for this new adventure is exhilarating.
I have given some serious thought to what I love about Dark Heresy and how I can bring that into a full design philosophy. Roleplaying games have the strength of a referee at every table whose entire job is to interpret the rules and come up with new ways to use them on the fly. As a designer it becomes very important to carefully craft these rules so that GM’s can easily integrate them into their games. Mechanics must assist the theme and story, giving players a way to interact with the game world.
One my favorite themes in all of 40k is that of Heroic Sacrifice. From the lowliest servitor to the Emperor himself men and women give all for the cause of humanity. This isn’t just seen in moments of glory where someone trades their life for success of the group, but also in people who give their sanity or every waking hour. There are dozens of other personal stories to tell. At the end of the day the journey of the players character is personal and resonates with the player. Dark Heresy needs to create moments of choice for characters and give players options to tell those stories.
Memorable villains and locations are important to every story but to Warhammer 40k they are imperative. The Calixis sector is rich and deep with possibilities. Dead Stars sees the closing of the Haarlock’s Legacy series, so gaming groups will want more adventures. Tools to build brilliant stories help everyone. GM’s and players alike can benefit from a variety of background options for adding new themes to their campaign and characters.
The actors and the stage can be extremely interesting and compelling but how they interact crafts the tales we tell for years. Dark Heresy is all about the mysteries and conspiracies that get uncovered. This investigation brings the game to life and gives players a chance to tell their personal story as they are entertained by the GM’s larger plot.
So what does all this mean for the future of Dark Heresy? It means I have a lot of work to do! Going forward we have a lot of ground to cover in some very exciting ways with a focus on the player and GM experience at the table. Keep your third eye on this website in the future; I plan to share every step of my journey with the fans of Dark Heresy!
Dark Heresy is a roleplaying game set in the Warhammer 40,000 universe, a setting in the grim darkness of the far future. Players take on the roles of Acolytes serving the Inquisition, rooting out heresy and corruption from within the galaxy-spanning Imperium of Man.
linky
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The poor man really has a stake in the country. The rich man hasn't; he can go away to New Guinea in a yacht. The poor have sometimes objected to being governed badly; the rich have always objected to being governed at all
We love our superheroes because they refuse to give up on us. We can analyze them out of existence, kill them, ban them, mock them, and still they return, patiently reminding us of who we are and what we wish we could be.
"the play's the thing wherein I'll catch the conscience of the king, |
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![[Post New]](/s/i/i.gif) 2010/05/12 21:38:47
Subject: Dark Heresy/Rogue Trader / Deathwatch Release thread
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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Guy must be a politician. Nearly 1200 words and he didn't actually say anything...
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