How good is Forgotten Gods ?

By Taratata, in Dark Heresy Gamemasters

Hi,

I wanted to ask if someone has acquired Forgotten Gods and how turned the adventure ?

Is it written like the core book adventure ?

How many hours can be played with it ?

Is it more a combat/investigation/roleplay adventure ?

How good are the world/character described in it ?

What kind of ennemy can we find in it ?

What have you think about it ?

Thanks !

1.I wanted to ask if someone has acquired Forgotten Gods and how turned the adventure ?

2. Is it written like the core book adventure ?

3. How many hours can be played with it ?

4. Is it more a combat/investigation/roleplay adventure ?

5. How good are the world/character described in it ?

6. What kind of ennemy can we find in it ?

7. What have you think about it ?

1. I've prepared all of Forgotten Gods and have so far run my party through the first third. It's got a great set-up and has been a lot of fun so far.

2. It follows the same story from the core book adventure and GM Kit, but in my opinion, it's written better. I feel that Dark Pursuits (Core Rulebook) is pretty crucial to read/play through to get a good grip on the themes, starting locale, and some of the characters of Forgotten Gods . The amount of background it sets is important and Forgotten Gods has a lot of call backs. The GM Kit Adventure, Desolation of the Dead , isn't as important, but I did use it to flesh out the short Gallowsway portion of Forgotten Gods . Having details on the locations is helpful, but most of Desolation's plot can be forgotten. I left Desolation out of my campaign, as it feels a bit disjointed compared to the rest. However, I do plan on revisiting and tweaking it as a sort of "cleaning-up loose ends" epilogue.

3. So far, for just the first 1/3 , my group has taken 3 sessions. So roughly 9-10 hours. Over all, it depends how many of the optional encounters you want to put in, but I would estimate at least 30 hours/10 sessions of content. MINIMUM. You could probably stretch this out to 12-15 sessions.

4. It's a solid mix of all three, combat/investigation/roleplay. Very balanced in its approach, with great set pieces in each part. From the book, the first part is probably more investigation/roleplay focused, the second part has some great opportunities for unique roleplay, and the final part looks to be roleplay/combat. Once again, they're balanced pretty well with combat/roleplay/investigation scattered throughout.

5. The amount of information for Thaur and the Oath Unspoken is actually quite impressive. I feel like there is definitely more than enough information and ideas to do multiple adventures in either location. Even the extra information on Desoleum is good. When combined with the Core Rulebook and GM Kit, the information on Hive Desoleum and the surrounding wastes is quite comprehensive. There's plenty of ideas for NPCs and encounters that could work in any adventure/campaign and some neat rules for things like enivronmental/damage effects of combat aboard voidships (or tunnels, or sewers, etc.). Lastly, having looked at them, the new homeworld "options" are quite minor, and more just like little tweaks to the Hive World and Voidborn homeworlds. Still, they're appreciated.

6. There's a decent mix of enemies, but mostly you'll be fighting humans/cultists. It borrows a lot of NPC stats from the main rulebook but has some interesting stuff thrown into the mix. Just don't be affraid to make some changes to stats if the profiles don't match what you have in mind.

7. All around, even if you don't plan on running the adventure, Forgotten Gods has great art, tons of information about the locales, characters, cultures, and organizations. Essentially, Forgotten Gods has a fun adventure and so much content that I wouldn't feel comfortable cramming it all into the story arc. Great stuff to borrow and use for a multitude of things.

Overall, it seems like a great book. my players are definitely hooked. From a GM perspective, there is definitely a bit of work to put in to make it a smooth experience, but it really does seem like a lot of fun. I definitely felt that it's going to be a lot more fun than some of the other pre-made adventures.

In my opinion, as a GM who plans to run this adventure and then create new adventures on Desoleum, it was definitely worth my $40.

Edited by enentol

Thank you for the run-down Enentol, very helpful.

I am planning on running the entire Apostasy Gambit trilogy for my group but was looking for an adventure/mission to insert in between Church of the Damned and The Chaos Commandment. Was wondering if any of the three parts of Forgotten Gods could be used in that regard?

~ alemander

If it -HAS- to be "Forgotten Gods", I think the second one of the three might be the easiest to adapt.

It starts out under the assumption that the characters have boarded a void-vessel (the "Oath Unspoken") for a journey from Desoleum to Thaur. They did so since they were in pursuit of heretics

The things you will need to change is starting planet and the destination, and of course you need to find a different reason why the characters recognize that they need to investigate something aboard the "Oath Unspoken". Other then that, I guess it -might- be feasible.

I am planning on running the entire Apostasy Gambit trilogy for my group but was looking for an adventure/mission to insert in between Church of the Damned and The Chaos Commandment. Was wondering if any of the three parts of Forgotten Gods could be used in that regard?

~ alemander

Disciples of the Dark Gods has a Haarlock mission you can send your players on in between any of the Apostasy Gambit missions.

I've only personally run Church of the Damned and it was one big railroad. Players hated it so we shelved it. YMMV



I wanted to ask if someone has acquired Forgotten Gods and how turned the adventure ?



I finished FG about a month ago with a group of five players under me.



Is it written like the core book adventure ?



Yes, but it's about three times as long.



How many hours can be played with it ?



Depends on your pacing.



Is it more a combat/investigation/roleplay adventure ?



There are elements of both. It starts off with a murder mystery. It really depends on the GM style. I'd say overall it's combat focused.



How good are the world/character described in it ?



Passable at best. There was nothing that really gripped me.



What kind of ennemy can we find in it ?



Mostly humans. It's effectively an ordo hereticus campaign.



What have you think about it ?




I think overall for a new group it will work very well. The characters and settings though are not as well fleshed out as they were in many of the Dark Heresy first edition adventures. If you are into combat and Askellon it will probably work out very well. I think my group had mixed feelings about it.

I have yet to play the adventure with my group but I have read it very carefully already two times. I can completely backup enentols opinion here.

Is it written like the core book adventure ?

Yes, ...

I could not agree less. The core book adventure in my opinion lacks a lot of important details and without a lot of additional GM work it is very hard to force on your players. At least that's what happened the first time I tried to play it without additional preparation. Later I tried it with another group and worked in a lot more details from my side. We have just finished it and it was big fun!

FG on the other hand has A LOT of details and is very well written. I think it would work rather well out of the box (although I have to admit in the meantime I thought up some additional details). I'm really looking forward GMing it. Dark Pursuits in the core book took as 6 sessions á 5-6 hours. For FG I expect at least 9-12 sessions of the same length.

I could not agree less. The core book adventure in my opinion lacks a lot of important details and without a lot of additional GM work it is very hard to force on your players. At least that's what happened the first time I tried to play it without additional preparation. Later I tried it with another group and worked in a lot more details from my side. We have just finished it and it was big fun!

FG on the other hand has A LOT of details and is very well written. I think it would work rather well out of the box (although I have to admit in the meantime I thought up some additional details). I'm really looking forward GMing it. Dark Pursuits in the core book took as 6 sessions á 5-6 hours. For FG I expect at least 9-12 sessions of the same length.

Having completely finished Forgotten Gods now, it really is a night and day difference between the writing of each.

Dark Pursuits makes A LOT of assumptions and leaves out A LOT of details.

Compare that to Forgotten Gods that has SO MUCH detail and side adventures that I had to leave a ton out.