So there's nothing quite as good for learning about how to be a GM than actually going ahead and being a GM! I've played quite a few sessions now (my group has now gone through all of Dark Pursuits and after three sessions is only just coming to the end of the gallowsay section of Desolation of the Dead) so I've got a lot more to learn, but here's what I've discovered so far (pertaining specifically to Dark Heresy):
1. Combat isn't as deadly as it seems (initial impressions are that it's outright lethal). Between dodge, toughness bonus, armour, fate point rerolls and fate point wound/fatigue recovery, it can actually be quite hard to hurt players with regular mooks armed with autoguns. One of my players has a toughness of 40, wears carapace armor and is also a very competent medic. Hurting his character (he also has 4 fate points) is proving to be exceptionally difficult. The best I've done is in my last session I managed to get him to heavy damage (not critical) for the first time (chainswords for the win). He did promptly heal everyone up however (doesn't matter, even though it was right at the end of the session, everyone had exhausted their fate points so I'm happy with what I achieved, they certainly felt the pressure during their combat above the bone-grinder in the Fayne Mortuarius without it feeling insurmountable).
I have managed to improve the deadliness of combat, even if it's not quite where I want it yet by doing the following:
- Weapon penetration affects Toughness Bonus as well as armour. I'm not sure if it's meant to (I can't find an exact ruling in the rulebook) but even if my original interpretation is correct and it only reduces armour, not toughness bonus, I'm now playing it as if it affects both. I think this is both logical and it speeds up combat slightly (it works both ways, against PCs and NPCs).
- Mooks (troop level opponents) cause Righteous Fury. Sometimes, as in the case of my incredibly tough combat medic, the mini-crits are what I end up relying on to slow his character down in combat somewhat. The mooks themselves still die automatically if they get hit by Righteous Fury or are reduced to 0 wounds.
- Tactics. Sometimes even the best of ambushes results in bullets spectacularly bouncing off your acolytes' armour, but it does help a lot!
- I roll openly in combat. This reduces my temptation to pull punches (which is what I did a few sessions ago before I knew better!). If a PC ends up being taken out too easily...well I may review my opinion then but right now, that's what fate points are for. Speaking of which...
2. Fate points. These are a necessity for the acolytes and I have no intention of nerfing them even if with their current recharge rate of at the end of every session, they can be stunningly good at preventing your players from taking much damage at all. This is my fault, I decided to do something that I remembered from reading at the end of the 1e intro adventure and thought it strange it wasn't include at the end of the 2e intro adventure. I awarded my players a Fate Point, putting most of them at four. Man, am I feeling that now! In the future I think I'll only do it if a player has only 1 FP left, pulls off something amazing and we'd be sorry to see the character die so soon. Other than that, no!
3. Combat...can actually be pretty exciting (although the system does suffer from having too many modifiers). During Dark Pursuits this was not my impression at all. It felt like a combat game, separate from the RPG itself and not even a particularly good combat game at that. It felt like a series of exchanging attacks and rolling dice. However, after getting used to it and doing the below, we've made it a lot more exciting:
- Do all the things I mentioned above about making combat more deadly. It increases the stakes and thus the tension for everyone involved.
- Roll for initiative at the beginning of the session, before combat is even a possibility. This seems like a minor thing on paper, the actual effect though has been huge and all of my players like it. I can flow straight from narrative time to structured combat time without stopping the story which makes it feel a lot more natural, as if the combat is part of the narrative and not a separate game. In my last session I actually forgot to do this, I just arbitrarily assigned an initiative order in what I thought made sense and it worked well. Once players realize combat has begun, before their first action I let them spend an fate point to 'roll a 10' for initiative if they wish to change the order; it hasn't come up though. Doing away with initiative rolls altogether is probably something I'll look into in the future.
- Remove the combat map, run some combat encounters without the map (or at least so it isn't visible to players) and then reintroduce it in the future. I love combat maps, they help set the scene and atmosphere and if I ever get to play this on the tabletop instead of roll20 will mean I actually get to use miniatures which is a big plus for me . However, the problem with them I've encountered is that your players (this seems particularly true of those who have played the 40k tabletop game), tend to view the encounter as a tactical exercise and all sense of narrative is lost. This was a big problem for me in particular with the final encounter of Dark Pursuits. I subsequently found in future combats that when denied a combat map and they have to imagine the whole thing, my players retained their narrative descriptions of their actions a lot better (I also encouraged them to describe narratively what they were doing and that I'd translate it as necessary into the rules). This made the combats a lot more satisfying for both myself and my players. Later I had to do an encounter which was too large to do purely narratively so I reintroduced the combat map. It went really well, the narrative never really dropped during combat which makes me very happy, it means I can have the best of both worlds.
4. Tracking time can be quite important. My group's chirugeon is pretty **** effective so I've been enforcing the once per 24 hour rule on first aid.
I'm sure there's a lot more to learn, it's been a fun process so far. What has running dark heresy taught you about the system and how you should GM it?
Edited by Gregor Eisenhorn