Do you ever replay missions? Worth the money?

By SuperFieroStatus, in Dark Heresy Gamemasters

I'm finding it kind of ridiculous to pay for the written adventures if we'll only play them once. Even if we all split it. Can you replay these? No, right? I mean they already know how it comes out. And it just wouldn't make sense for their characters.

Also, whenever it says to make some sort of test to find out information and my players fail I feel guilty not giving them all of the information. We just started the first Purge the Unclean game (RFYAT) and when my player rolled poorly to find out some info I just gave it to him anyway. It's coming down to a money thing again. So my players each paid for 1/4 of this game, I feel bad not giving them all of the information at hand, even if they didn't earn it. I feel like they're not getting their moneys worth if they don't find out that the xenos tech reacts to psykers.

Anyone else feel the same?

Not at all.

Since my players do not pay the modules, I have no "guilty feeling" to keep information from the. Well, not for monetary reasons.

I have to player groups, so I can re-use adventures.

Even if I would not be able to do so, the price would not keep me from buying then. Well.. unless they are as short as "Tattered Fates", which is clearly to less a page for to many a coin.

The only other option is writing yourself or using internet. Why there are gems in the net (Gateway17 is no "full use" but really-really good inspiration) it takes time. As writing oneself does.

Actually by freely handing out information that the players don't deserve robs them of their money's worth. It would be like paying to shoot at a range where the staff replaced your misses with hits every time.

However you should not let one poor check fail the entire mission, and some information (such as the psyker/device thingy) can be learned more than once.

Considering how many hours I've gotten out of Purge the Unclean, I think it was worth the check, especially if you compare it to say, cinemas. However if you like making your own feel free to do so. I don't require my players to pay for modules, although one of them bought one for me to GM anyway.

First of all, I find that the ideas, information, and inspiration from the mission books (Tattered Fates and Purge the Unclean) were totally worth it for me. I've only run Rejoice for you are True thus far, and I still consider it to have been a good purchase, as the ideas in PtU inspired my entire campaign, and the info in TF has helped me fill in a ton of blanks. Plus, I just enjoy reading through them, and letting the ideas swim about in my brain for a while.

Second, not finding something, or screwing up a line of investigation, should slow down or complicate matters, not cause an outright failure. I don't run investigations as a series of hoops to jump through towards a finish line, but as a sort of "duel in the shadows". The enemy wants to achieve some goal, while the Acolytes want to uncover and stop the enemy before that goal is completed, or vice versa. Even if the enemy wins, the conflict, confrontations, and partial achievements along the way should be rewarding, unless the PCs are just completely inept (in which case the game should be re-evaluated, as they probably aren't into it). If you're running any mission exactly as written, with no improvisation, it's never going to really come off right.