Greetings all.
Anyone know or suspect or hope we get TF2 or RH before RT is released at GenCon?
Im just a bit worried that after RT is released we DH fans will get the WFRP treatment for a while!
Greetings all.
Anyone know or suspect or hope we get TF2 or RH before RT is released at GenCon?
Im just a bit worried that after RT is released we DH fans will get the WFRP treatment for a while!
Radical's handbook was slated for a July 30th release on Amazon.co.uk the other day...for what THAT'S worth, given Amazon's chequered history with FFG books. I reckon Radical's Handbook is due within the next 2-4 weeks, and FFG will spring it on as out of the blue as a surprise... No idea when tattered fates II will appear.
I hope and think the release schedule for the mentioned books will continue at the pace we have come to expect. Hence, lotsa delays ![]()
The big question isn't when the already announced books are going to be released - we know they are coming, it's just a matter of when and I don't think RT will have much/any impact on that - it's whether there will be any new supplements after that. Will the Tattered Fates series be the last supplements specifically released for DH? Of course, I imagine that a lot of RT supplements will also be useful for DH players, but are we going to see a "Worlds of the Calixis Sector" supplement etc?
hmm FFG are alittle behind but I'm confident that all the bbooks mentioned will be published. It would be nice to have a status update on TF2 and RH though.
The playtesting for the Radical's Handbook was done in December/January, so hopefully that book hasn't got much longer to go before we see it completed.
We are currently playtesting the Haarlock Legacy Part 2, but I have no idea of what the scheduled printing date is.
If it helps to get an idea of how long ot should take from playtest-to-print, we finished playtesting Tattered Fates in December right before we started on the Radical's Handbook.
That's interesting, Savage. Suggests that Radical's Handbook is coming up fairly soon but that Tattered Fates II isn't actually even finished yet, so won't be with us for a few months...
Peacekeeper_b said:
Greetings all.
Anyone know or suspect or hope we get TF2 or RH before RT is released at GenCon?
Im just a bit worried that after RT is released we DH fans will get the WFRP treatment for a while!
I bet that the release schedule shows all DH products, and we won't receive any more. But that would be sufficient.
Adventures check
Player sourcebook check
Monster Manual check
Evil Guys source book check
Dark side characters coming up
Ascension coming up
I'd be glad to get ascension and the radicals handbook this year. I don't think that any more books for DH are necessary (though eligible (? is thtat the right term? I'm not a native speaker). So I expect that these books conclude DH and the story goes on with RT. A little transference work and it will work or DH, too.
Radicals in September (in Germany maybe October) and Ascension in February are my guesses.
I would like to be wrong but my opinion is that the announced books will be the last dedicated Dark Heresy supplements, although I also believe that anything released for Rogue Trader will still be applicable to Dark Heresy.
I'll wait and see but at the moment Rogue Trader does not interest me as much as the intrigue/ivestigative nature of the Dark Heresy setting. I am seeing Rogue Trader as simply a space/ship expansion for my Dark Heresy campaign.
I also hope that the core rules remain the same so I can rely on using the Rogue Trader book as my rules reference rather than the heavily errata'd Dark Heresy book.
Thanks Savage!
Thats much appreciated, its just nice to have some assurance that things are still on going behind the scenes. I dont mind waiting so long as I'm not waiting in vain ![]()
Have faith Replicant! The Emperor will reward the faithful
I'd quite like to have a Puritan's Handbook, containing information about the more orthadox and conservative members of the Inquisition, factions, weapons, careers, that sort of thing.
Just for the sake of being fair, mind you, I much prefer the Radical point of view 
Calistarius said:
I bet that the release schedule shows all DH products, and we won't receive any more. But that would be sufficient.
Adventures check
Player sourcebook check
Monster Manual check
Evil Guys source book check
Dark side characters coming up
Ascension coming up
No it would certainly NOT be sufficient. I've said it before and I'll say it again: Truly great RPG's NEED a shitload of adventures being released during the span of several years (like Call of Cthulhu).
I agree, Id rather see this game supported then get Rogue Trader, but alas isnt my call.
Not that I want tons of adventures, but I love supplements.
Peacekeeper_b said:
I agree, Id rather see this game supported then get Rogue Trader, but alas isnt my call.
Not that I want tons of adventures, but I love supplements.
Well, to be honest, more adventures are just one of the lower expectations I had. If I were to be put on the post as executive producer for RPG's att the FFG headquarters I would just ditch Rogue Trader an Deathwatch all together, use Dark Heresy as the generic template for future supplements, and the future supplements would consist of a shitload of adventures and descriptions of new sectors across the galaxy (Like Calixis neighbour the Scarus Sector along with sectors from completely different segmentums all together).
My idea would be that if the players would want to have a rogue trader campaign, or an Inquisition campaign or even a "we-play-as-heretics-who-worship-chaos-and-want-to-destroy-EVERYTHING!" campaign, then they would be supplied with the means to play such a campaign, with enough bright and shiny fluff, guns, armour, aliens, daemons, starships, sectors, sub-sectors, strange cultures etc. etc. for them to be able to choke on if they were to try taking exactly everything into account. Rather than creating separate RPG“s and railroading how the campaigns would be like.
Not that im extremely grateful for the productions we've seen from FFG so far, of course. Im just saying that if it would be me who ran things, I would've gone about it differently.
Then again, my minions... *cough*... WRITERS, I mean, would probably have to suffer from being very overworked in trying to realize my ideas. Which means that the union would be all over my ass like flies on sh*t. 
So I guess I'll stick to just act as a Gm/player for the forseeable future. Sure an excentric evil genious have the potential create great things, but the downside of evil is that somehow, somewhere people will suffer for it. 
Varnias Tybalt said:
No it would certainly NOT be sufficient. I've said it before and I'll say it again: Truly great RPG's NEED a shitload of adventures being released during the span of several years (like Call of Cthulhu).
Why? Only a minority of the market buy the adventures. With the rest of the material you can make up whatever you need and if the publishers won't provide adventures, there'll be plenty of fan material online. Adventures are easy, all you need for a truly great RPG is the core books.
WFRP being the greatest example - survived in the wilderness for years without anything being published. Great games never die - they just go out of print.
macd21 said:
Varnias Tybalt said:
No it would certainly NOT be sufficient. I've said it before and I'll say it again: Truly great RPG's NEED a shitload of adventures being released during the span of several years (like Call of Cthulhu).
Why? Only a minority of the market buy the adventures. With the rest of the material you can make up whatever you need and if the publishers won't provide adventures, there'll be plenty of fan material online. Adventures are easy, all you need for a truly great RPG is the core books.
WFRP being the greatest example - survived in the wilderness for years without anything being published. Great games never die - they just go out of print.
I have to agree, pre-written adventures are always at the bottom of my list of stuff to buy for an RPG. If nothing came out for DH after the Radical's Handbook and Ascencion but adventure books, I know I wouldn't be buying them, and the same would go for the 30 or so avid DH fans in my university RPG society.
If it isn't adding extra stuff for all players, like new powers, extra setting details, stuff like that, it's useless to me, and I'm not alone in that.
macd21 said:
Varnias Tybalt said:
No it would certainly NOT be sufficient. I've said it before and I'll say it again: Truly great RPG's NEED a shitload of adventures being released during the span of several years (like Call of Cthulhu).
Why? Only a minority of the market buy the adventures. With the rest of the material you can make up whatever you need and if the publishers won't provide adventures, there'll be plenty of fan material online. Adventures are easy, all you need for a truly great RPG is the core books.
WFRP being the greatest example - survived in the wilderness for years without anything being published. Great games never die - they just go out of print.
I will try to compare this beast called Dark Heresy(FFG) with the other beast Vampire(WW). Vampire had the core book which was great, you could start the game and play forever. To go in depth they also released clan books which gave the story tellers and players more material to work with. They also gave the players chronicles that was "<city> by night" but not that many of them. They also released other games like Werewolf(WW) or Changeling(WW). And the same cycle there with clan/pack books etc. What was great with those different games, was that you could build them together as the rules did not change, it was not something that was done that much but it was possible none the less.
That is why I also have hope for Rogue Trader(FFG) because I think Fantasy Flight Game's are clever enough not to make different systems for the games. Also the next step for (FFG) would be to create "Clan books", something like "Tech Primer" for Tech-Priest's or "Warp Primer" for Psykers etc. However something like this could be released after our acolytes has gone and become Interrogators or even Inquisitors. Regardless those "Primers" would reveal more about the said class. New cybernetic improvements, skills, weapons and back-story. Whatever FFG decide to create for us, I believe that they will stay true to the rules as that will make the game go out of print more often.
Allrab
Maybe a little off-topic:
Which DH book would you recommend after having bought only the core rulebook and Tattered Fates I ? DotDG?
Allrab said:
I will try to compare this beast called Dark Heresy(FFG) with the other beast Vampire(WW). Vampire had the core book which was great, you could start the game and play forever. To go in depth they also released clan books which gave the story tellers and players more material to work with. They also gave the players chronicles that was "<city> by night" but not that many of them. They also released other games like Werewolf(WW) or Changeling(WW). And the same cycle there with clan/pack books etc. What was great with those different games, was that you could build them together as the rules did not change, it was not something that was done that much but it was possible none the less.
That is why I also have hope for Rogue Trader(FFG) because I think Fantasy Flight Game's are clever enough not to make different systems for the games. Also the next step for (FFG) would be to create "Clan books", something like "Tech Primer" for Tech-Priest's or "Warp Primer" for Psykers etc. However something like this could be released after our acolytes has gone and become Interrogators or even Inquisitors. Regardless those "Primers" would reveal more about the said class. New cybernetic improvements, skills, weapons and back-story. Whatever FFG decide to create for us, I believe that they will stay true to the rules as that will make the game go out of print more often.
Allrab
While a book on Tech-Priests or the like would be nice, I don't think they are necessary. I'll use another example (or rather examples, plural), from WW - their '4th' games, such as Promethean and Hunter. These games provide you with all you need with the corebook and a handful of supplements. Like DH and RT they are compatible with their other lines, but after a year they go out of print.
Once the declared supplements are published, I'll consider DH to be a 'complete' game, with all the material you need and more. Anything else is just gravy.
PearlChoco said:
Maybe a little off-topic:
Which DH book would you recommend after having bought only the core rulebook and Tattered Fates I ? DotDG?
DotDGs is good if you are looking for inspiration for your campaign. It is full of heretic organisations for you to base your campaign around - cults, criminal conspiracies, alien infiltrators etc.
The IH is a good addition to any game, especially if you haven't rolled up your PC's yet. You players can look through the alternate background packages and careers to see if anything strikes their fancy. The rest of the book is mostly extra equipment. As a GM I find it quite handy to help 'tailor' an encounter, giving the NPCs unusual weapons, armour or gear to fit the location or circumstances.
Creatures Anathema is a very good book. Filled with critters that can be used as everything from a random encounter to the basis of a mult-arc campaign.
I'm not a fan of Purge the Unclean.
PearlChoco said:
Maybe a little off-topic:
Which DH book would you recommend after having bought only the core rulebook and Tattered Fates I ? DotDG?
I'd definately go with the IH for the extra Character creation info and the rules for contacts etc. The extra equipment is just a bonus.
I'd go with Inquisitor's Handbook, all the way.
macd21 said:
Allrab said:
I will try to compare this beast called Dark Heresy(FFG) with the other beast Vampire(WW). Vampire had the core book which was great, you could start the game and play forever. To go in depth they also released clan books which gave the story tellers and players more material to work with. They also gave the players chronicles that was "<city> by night" but not that many of them. They also released other games like Werewolf(WW) or Changeling(WW). And the same cycle there with clan/pack books etc. What was great with those different games, was that you could build them together as the rules did not change, it was not something that was done that much but it was possible none the less.
That is why I also have hope for Rogue Trader(FFG) because I think Fantasy Flight Game's are clever enough not to make different systems for the games. Also the next step for (FFG) would be to create "Clan books", something like "Tech Primer" for Tech-Priest's or "Warp Primer" for Psykers etc. However something like this could be released after our acolytes has gone and become Interrogators or even Inquisitors. Regardless those "Primers" would reveal more about the said class. New cybernetic improvements, skills, weapons and back-story. Whatever FFG decide to create for us, I believe that they will stay true to the rules as that will make the game go out of print more often.
Allrab
While a book on Tech-Priests or the like would be nice, I don't think they are necessary. I'll use another example (or rather examples, plural), from WW - their '4th' games, such as Promethean and Hunter. These games provide you with all you need with the corebook and a handful of supplements. Like DH and RT they are compatible with their other lines, but after a year they go out of print.
Once the declared supplements are published, I'll consider DH to be a 'complete' game, with all the material you need and more. Anything else is just gravy.
I agree Dark Heresy(FFG) is an awesome corebook and you can play this game only with this in your library. However books as Inquisitor's Handbook(FGG) makes a great supplement but I am also waiting for the Radicals Handbook, I suspect this will be even greater as a supplement for Dark Heresy.
I was however speculating in what could be valuable for players after Ascension(FFG) has been released. there are still many things I would like to know about in the Calixis sector and also when it comes to career paths, evil rituals and other things.
Or as you said... I was wondering and speculating in what the next reasonable gravy could be.
Allrab
Allrab said:
I agree Dark Heresy(FFG) is an awesome corebook and you can play this game only with this in your library.
That's not entirely true in my opinion. Sure, you can play this game only with the core book if you already have some serious knowledge about WH40K lore already (like having played the table top battle game for a few years and having read a few Black Library novels and so fourth).
But if you are completely new to the setting then the rulebook alone will not be enough. I have tested this on some of the players/gamemasters (we take turns in who's GM:ing) in my group who weren't familiar with the world of 40K from the head-start, and many questions arose that weren't answered in the core rulebook.
Luckily those problems were quickly solved by subjecting those people with lots of 40K-material to read, but the issue still stands, that in order to get the full experience out of Dark Heresy you either need to know a lot about the world of 40K or purchase pretty much every book released for Dark Heresy, and possibly even rogue trader as well.
Varnias Tybalt said:
Allrab said:
I agree Dark Heresy(FFG) is an awesome corebook and you can play this game only with this in your library.
That's not entirely true in my opinion. Sure, you can play this game only with the core book if you already have some serious knowledge about WH40K lore already (like having played the table top battle game for a few years and having read a few Black Library novels and so fourth).
But if you are completely new to the setting then the rulebook alone will not be enough. I have tested this on some of the players/gamemasters (we take turns in who's GM:ing) in my group who weren't familiar with the world of 40K from the head-start, and many questions arose that weren't answered in the core rulebook.
Luckily those problems were quickly solved by subjecting those people with lots of 40K-material to read, but the issue still stands, that in order to get the full experience out of Dark Heresy you either need to know a lot about the world of 40K or purchase pretty much every book released for Dark Heresy, and possibly even rogue trader as well.
I would not know, the universe has been with me since White Dwarf Magazine nr 63. I have read many but yet still too few Black Library books. To me it is a universe that feels alive. I do hope that Fantasy Flight Games will make Rogue Trader compatible with Dark Heresy and Ascension as they should share universe by those standards.
To me Dark Heresy is enough to start with, however it is also limited when it comes to other things, I am quite reluctant to create my own rules for Digital Weapons, Implants or the Arch Enemy. I did understand that Harlequins Kiss might be included in Rogue Trader as an example, but can you take this weapon from there and include this in your Dark Heresy campaign and would the rules fit? You can have Forbidden Lore, The Black Library from the core Dark Heresy book, yet not much is written about the web ways there.
So yes Dark Heresy is quite limited, however it is enough for some and works fine as it is. But for us that want that extra "gravy", well we are looking forward to the Radicals Handbook but what other material would you hope to see in the future from FFG?
Allrab