I posted this Topic in the House Rules section, but haven't gotten any replies at all, so I thought that I'd post it here instead.
In short, to any players out there who have played or GM'd Dark Heresy and who have either played or simply had access to the WFRP3 rulebook:
Could any of theses themes (eg. Tension Meter, Party Sheet, concept of Fortune Points) be brought into Dark Heresy?
Many of you will argue that the cinematic themes used in 3rd ed WFRP are not suited to the GRIM DARK EVIL setting of 40K. I couldn't care less, and neither will my players, who are not really familiar with the setting. I do NOT want to discuss whether a Party Tension meter is APPROPRIATE for the game, I just want to discuss HOW to feasibly use it.
ANYWAY, here are some things that I'd like to bring over into Dark Heresy in some way:
1. The Party Sheet.
Especially for the tension meter, but also for a common Fortune Point pool. Every other Dark Heresy game I've run usually devolved into bitterness and inter-party squabbles, but not in good ways (the players themselves were getting pissed off). So I'd really like to bring in this visual aid that will remind the players that they really need to co-operate and work as a team (on the surface, anyhow bwah hah hah).
2. Fortune Points
My GM style is dish out random bits of extra experience points as a reward for players who roleplay well in a scene, who come up with great ideas in character (whether the ideas are executed or not) or who contribute to a cinematic experience that makes the game session more enjoyable for everyone. Instead, I'm thinking of just tossing Fortune Points onto the Party Sheet.
Why make it EASIER for the PCs? Well, from both of my previous player groups (ten individuals from varying backgrounds), the majority of them weren't too keen of failing at just about everything at least 50% of the time. Some understood that and roleplayed accordingly, but it really just rubbed some of them the wrong way to come up with a fantastic idea and fail miserably in it's execution, all due to plain old bad luck. Despite any frivolous bonuses that I gave them.
Maybe this isn't a good idea, and will make the game too easy. If that is the case, how can I balance out this addition and make some things HARDER?
3. Boons
How about whenever someone rolls doubles (whether they succeeded on a skill test or not) the GM adds a Fortune Point to the Party Sheet?
Anyhow, have any of you thought of any ways to bring in a bit of WFRP 3 into a Dark Heresy campaign?
I'm definitely going to keep an eye out on that site.