Tattered Fates a Detailed Review (Spoilers)
I have to admit, it’s been a strange month of weird events. Besides travelling across Germany and sampling every beer I could afford and a few I could not and secretly admitting that Lady Gaga is some sort of seductress sent by the dark powers to obsess my mind with poker faces, it is also a month with a release of a new Dark Heresy book.
Which is good and bad. Its good because any new book is a good sign for the line that will probably soon be over shadowed by its new born cousin, Rogue Trader. Bad, because unfortunately it is an adventure module, something I usually find a bore and a grand waste of money and time. You see, I never run a module or pre-written adventure due to my large ego that convinces me that I don’t have to pay $25 for an adventure when I can write my own. And so far I have found all the adventures for Dark Heresy to be very lacking in refinement and satisfaction for complete use. As they tend to shoehorn adventurers and acolytes into the story instead of just naturally flow. So far, none of the adventures have ever felt like the PCs were they by choice, which while is very 40K in nature, is very dissatisfying for most players I know.
But does Tattered Fates live up to my expectations or does it rise above the preconceived failures I already placed on it?
Unfortunately that answer is a resounding, yup, both! Now on to the review.
The review is broken into five subsections, being as follows: Utility, Presentation, Story, Structure and The 40K Effect.
Utility: This section of the review is to cover the uses of the book outside of the adventure itself, what can be used on long term basis and what new aspects are added to the game. In truth, Tattered Fates comes out a little ahead of other adventures in this aspect, adding some new critters (such as the Spindle-Maw), some new antagonists that can be inserted pretty much into any setting or adventure (the Gambler and Cyborg Gladiator come to mind here) and a new approach to elite advances and packages that reflects the characters’ recent encounters and adventures (here, being a package referred to Red Cage survivor).
While some themes of the utility are strictly left for the setting, such as the Gazetteer on the planet Quaddis, it is still interesting to read and provides enough information to start, set or place an adventure on Quaddis before the events of Tattered Fates, or if it survives the adventure, then adventure Tattered Fates. But it falls short as it could have been longer and more detailed and perhaps had a Origin option for characters from Quaddis, adding the Pleasure World as a viable background to the Dark Heresy game.
Overall, there are parts to the book that every GM can find a use for at some time in the future, even if the adventure is never used as is.
Presentation: As always, this Dark Heresy book is beautiful to look at. From its layout and its page art and its page borders Dark Heresy books continue to be the best looking RPG books on the market. I always know I’m looking at a DH book, just from its beautiful presentation. But this one isn’t perfect. Riddled with typos, the book at times looks and feels rushed or amateurish, and with art that is recycled from other sources, including the free PDF Edge of Darkness adventure, it gets a bet frustrating. But largely the biggest flaw is the lack of character or encounter illustrations. We get such a brief description of a few things and yet no real detailed covering of them. A picture of the Spindle-Maw or Arachnae Servitor would have gone a long way.
Story: Here we go, the heart of any adventure is its story. And Tattered Fates has one. It is just not a complete one or well executed in this adventure. I find it is the big flaw of the book. Not enough details are worked out as set in stone, instead relying too much on giving GM free reign. Which can be ok, but not always a good idea. Things like who is a Haarlock descendent should be TOLD to the GM and not left to personal choice. It would make the events that flow easier to organize and outline as an adventure.
While I know this is part 1 of a 3 part adventure, a more detailed outline of exactly what the Heron Mask is doing would have been nice instead of even the GM having to piece it together to figure out WTF is going on. While the overall story connects together and does make sense, there isn’t a moment when reading the adventure that the reader goes “ah, of course” instead he is often left going “yeah, but, what” and leafing through the book trying to reconnect the dots he may have once thought he had connected.
Structure: The pace and structure of the adventure is pretty much a gambit of run for your life, run through the town and run a LARP and then followed by more running for your life. From the start the PCs are shoehorned into the adventure (the classic, you wake up, in prison, naked and so forth syndrome) and have no choice but to run through the first part of the adventure or die (part one being the Red Cages).
The second part becomes “we have to follow this path or we die” as well, as the whole planet is doomed to die at the 13th Hour syndrome kicks in. Again the PCs are given a simple choice, investigate or lay down and die. This investigation will hopefully lead to part 3 where essentially the GM has to juggle 37 NPCs, decide who the villain is, who the hero is, who the Haarlock is and the PCs essentially resort to sitting on the sidelines hoping that bad guy A beats bad guy B and then they can beat bad guy A and be Good Guys C! Course, with some creative GMing, some good players and a few good breaks the entire scenario can be different, but in essence, you want to beat the Widower? Then you best help Heron Mask!
So Structure gets a big fat F. Not that it is a bad adventure, it is just not well outlined or played out and will take a GM some work to piece together and sensible style, feel and effect for running the game. Something a pre-written adventure should already have in spades.
The 40K Effect: Yes, it is very 40K.
Overall, I rate the book as excellent. Get it. It is the first adventure for Dark Heresy that I was actually able to finish reading before succumbing to utter boredom. While not perfect, it has a lot of potential for a little extra work for the GM.

