Preview the Forgotten Gods Adventure
I like that cover way more than the core book.
Sounds interesting. Desoleum did nothing for me at all, so I'm curious what they do with the rest of the sector. Everything he describes is totally in keeping with Askellon's theme of decay, which seems pretty cool. I'm also curious to see how they treat the rogue trader voyage segment. Past adventures haven't done so well in making anything other than 'are we there yet?'
I am very interested in the Shrine World myself, although I was hoping for material on an actual Cemetery World.
Can I get a meh? I can't even summon that.
That's sad, why not even remotely excited?
Sounds a lot more exciting than Desoleum. Has to be. I really hope the vividness of the description in the article are indicative of how detailed and stark the contents of the actual book are. If so, than I think it'll be pretty good. Not a fan of Desoleum, but I do admit the adventures in the main book and GM kit were pretty well written. I like them.
Man, I see that cover, and with the inside of the Core Rulebook in my head, I really must say that on the visual side of things, FFG is really, really successful when it comes to the aesthethics - mostly, anyway. The "boneworld art" in the article is.. weird, somehow. It feels very off.
The adventure itself seems interesting, and I'm really looking forward to seeing it. A ship-bound segment is interesting, because it's something that has often been glanced over to a regrettable degree, even though it potentially represents weeks, and planethopping isn't really something acolytes should be doing as a routine matter, it's not a subway train across town.
A cemetery world sounds interesting, too. Maybe Askellon can save itself and just forget Desoleum ever existed.
I don't really do premade adventures, but I'm tempted to get this one for the part on the Rogue Trader ship. Imperium's warp vessels are practically mobile cities, but I never had a good idea on how to do this concept justice, so I'm very interested in seeing someone else's take on it.
From an ealier news thing there are at least going to be modifications for homeworlds based on the three locations as well if you're interested in that.
I've never been a fan of WH40KRP published adventures- they are missing so much key information that it takes almost as long to prep one for actual play as it does to make up an original adventure from scratch. I may pick this one up, to see if FFG has rectified that situation for 2nd Ed or just continued with their 'We provide the easy parts, you create the hard parts yourself- but give us money!' approach.
Huh, that's odd I find myself using a lot less of what they provide in the published adventures, but hey mileage will vary.
I've never been a fan of WH40KRP published adventures- they are missing so much key information that it takes almost as long to prep one for actual play as it does to make up an original adventure from scratch. I may pick this one up, to see if FFG has rectified that situation for 2nd Ed or just continued with their 'We provide the easy parts, you create the hard parts yourself- but give us money!' approach.
While I don't do premade adventures on principle, a friend of mine runs them sometimes. I played through a couple of those with him as a GM, and he never complained about having to do extra work on them - neither did I see any glaring holes from the player's seat.
I loved the image of Thaur. It immediately reminded me of some of the first edition fantasy art that was so very weird and helped give the world a lot of unique flavor. It almost seems like a picture out of The Restless Dead campaign book.
A very good choice of locations.
And I love the idea of additional homeworld rules !
Problem with FFG published adventures is that writing is a mess. You have vital info all over the book. For example player ask a question, you improvise then 2 chapters later you read answer for that question. Same with rulebook when you have important info about combat rules buried somewhere in skills chapter.
I wonder how much of this has changed since we played through it? I liked the story of this one.
BYE
A very good choice of locations. And I love the idea of additional homeworld rules !
New options are nice but I personally find FFG's strategy of putting a few pages of new rules in adventure books really cheap.
A very good choice of locations. And I love the idea of additional homeworld rules !
New options are nice but I personally find FFG's strategy of putting a few pages of new rules in adventure books really cheap.
Why is that? It's actually really good business sense, because adventures and books meant just for GMs tend to be terrible sellers. The stuff people actually buy tend to be books with new rules (hence why D&D and games like it keep pumping out rules expansions). If you think it's cheap because you want to get the new rules and not the adventure, well, that's kind of the point.
From what I've seen the new player options introduced in adventure modules are specific to the locations and events in those adventure modules. Which seems totally reasonable to me.
A very good choice of locations. And I love the idea of additional homeworld rules !
New options are nice but I personally find FFG's strategy of putting a few pages of new rules in adventure books really cheap.
I think it makes good sense, if you take into account that it
a.) gives more details on the locations which are important for the adventure
and
b.) gives you a more detailed opportunity to integrate replacement characters in said locations
Its not cheap at all. If you dont wanna buy it - dont buy it.
If your GM just buys it, the character options are also available to you, so whats the matter ?
Its not cheap at all. If you dont wanna buy it - dont buy it.
If your GM just buys it, the character options are also available to you, so whats the matter ?
Don't get me wrong, I totally understand why FFG is doing it, as they now get to push the adventure (and the price of a full book) onto people who wouldn't have bought it otherwise, but as a consumer I think it's cheap.
If you are a player with no intention to GM a game in the foreseeable future and want a rule that's in one of the adventure books you're basically paying mostly for content you will never use.
Problem with FFG published adventures is that writing is a mess. You have vital info all over the book. For example player ask a question, you improvise then 2 chapters later you read answer for that question. Same with rulebook when you have important info about combat rules buried somewhere in skills chapter.
Which is why you're generally told in the preface that if you're running it to read through the book a few times to have a handle on things that might come up. I take notes personally.
A very good choice of locations. And I love the idea of additional homeworld rules !
New options are nice but I personally find FFG's strategy of putting a few pages of new rules in adventure books really cheap.
That's like a main incentive for me to even bother with buying the adventures.
For me adventure books were a bit like CCG boosters. Whenever I bought one I did so not with the intention of running the adventure but more in a
"What did we get this time?"
sort of way. First thing I always do is go to the NPC section to see what rules we
"got"
this time.
BYE
I can not wait to run this advanture in my new team. Preview seems great. Judging the author based on initial adventure from core DH2 book there will be still much to prepare mainly with atmosphere and "colour" but the draft like this is very very welcome. I would love to have time enought to make all by myself but in today's world this simply may not work at least when you are no longer a student.
FFG,
I wish you a great Sales results with that adventure and DH2 and then more to come to help us continue RPG hobby ....... but in future more ambitious 3rd edition with modern and inovative mechanics please. Be brave and trust yourself
For me adventure books were a bit like CCG boosters.
I always found that aspect to put me off from CCGs. I like knowing what I'm buying and only buying what I want to have. However, I've never had a problem with FFG adventures since I can thumb through them at the book store before deciding if I want to buy them. I might have liked CCGs better if I had the option of seeing what cards were in the booster before buying.