Greetings,
In preparation for mastering my game, I have been doing quite a lot of thinking and research. I am starting to realize that the game I want to run isn't exactly DH2 - at least not RAW. Not that RAW couldn't support what I would like to do, but that they aren't well developed.
I first started looking for additional mechanics that I could adapt to DH2 when I realized that there aren't any (detailed) covering the creation and operation of organizations. After significant reading, I have identified a number of other RPGs that have systems like this that I might be able to adapt (links to DriveThruRPG product pages):
- Adventurer Conqueror King System
- A Song of Ice and Fire Roleplaying: A Game of Thrones Edition
- Burning Wheel Gold: Hub and Spokes
- Chivalry & Sorcery 4th Edition
- Conspiracy X 2.0
- Diaspora
- Houses of Hermes: Societates
- Houses of the Blooded
- Lordly Domains
- Wilderness of Mirrors 002 Edition
- Noble's Book
- Reign
- Spycraft 2.0 Rulebook - Second Printing
- Stars Without Number: Free Edition
- Supplement 12: Dynasty
Of all of these, I actually have access to maybe a quarter (and the rest are on my DriveThru wishlist - maybe I'll get one or two). Clearly, I can't reasonably read through and master all of these different games to find the one sub-system for organization management that I want. And this list is just for the one mechanic! (Although, several of these likely have more than one useful mechanic).
So, here are my questions to the experienced GMs here:
- What mechanics/subsystems from DH2 have you adapted/repurposed/etc. to novel/different/interesting situations?
- What types of mechanical subsystems (that aren't in the system) would a game of Dark Heresy benefit from?
- What types of mechanical subsystems would most easily and seamlessly 'bolt on' to DH2?
- What subsystems have you personally bolted on, and what were your experiences with them?
- What subsystems have you created for use with DH2? (e.g., Crystal Geyser's Narrative Tacitcal Conflict system)
- What would you recommend that I consider?*
* Post Script: My DH2 Game Concept
My Acolytes will build their own organizations on two levels: the higher level to which they all belong (basically the bottom rung of the Inquisitor's 'gang'), and a lower level organization that each of them create (and rule from the top rung). They will leverage their organizations while unraveling down sector-spanning intrigues, hunting heretics,
getting the Inquisitor's dry cleaning
, etc. As I see things (and how my Inquisitor is going to run things) every Acolyte is a potential Inquisitor, living an extended and oft-fatal selection and apprenticeship program. People don't usually go from being an underling ("Theirs not to make reply / Theirs not to reason why / Theirs but to do and die / Into the valley of death / Rode the six hundred") to a boss overnight. While they learn to fight the enemies three, they will also be learning how to start (identify, approach, and recruit assets) and manage (delegate tasks, share rewards, ensure loyalty, pit underlings against one another) an organization. As the PCs grow and develop, so will their networks.
Similarly, I intend to have NPC organizations operating in Askellon with their own politics/goals/motivations/etc. Like true Inquisitorial Acolytes, the PCs will directly use influence and subtlety, operate in the shadows, and shape situations by gently manipulating the puppet-strings (rather than playing at being a goon squad). This nicely ties into the Reinforcement Character mechanic as pointed out by Magnus Grendel in another thread .
p.p.s. I've tried to improve readibility of this message by playing with font sizes. Please let me know if this is annoying, and I won't do it anymore.