Edge of Darkness Feedback

By ciryon, in Dark Heresy Gamemasters

Hello

I ran Edge of Darknedd with my player group and it take three evening sessions to finish it. I am afraid I give too much XP to the players (around 500-600 I think) but this is not an issue.

At first, a background question, in the two version PDF of this adventures the duration for the Administratum reevaluation of the Coscarla is not the same. In the color PDF, the duration is 37 years while in the B/W version it is 3-7 years so which is correct ?

My second point is : it would have been easier with a map of the Alms House, I was very confused during the last part of the adventures and I had to correct and invent on the fly.

Concerning the NPC Sybas Moran : where Sybas Moran is supposed to be during the night ? it is not indicated he should be in his office so, where is he supposed to be during the night time ?

Hey, I would stick with 3-7 years. I found that the adventure - like all FFG DH adventures so far - requires a lot of tweaking. When I ran it, I had Moran and most of the agents not present when the acolytes raid the alms house. Some showed up in a gunfight later, but once the gangers joined side with the acolytes, Moran cut his losses and ran ... ofcourse only to get back to the acolytes some other time.

I used some maps of the alms house that I downloaded I think from the Dark Reign website.

My main misgiving with the adventure was the map of the Alm's House. Because I had to write one up, I decided to romp across some of the descriptions anyway and get a better feel for the place. Meant a bit more work for me, but I also had a freer hand and could be more attuned to it. Had to do it in MSPaint though as Gimp wasn't working, bah humbug!

I also would recommend getting a clearer idea for the 'routine' of the Churgeon, Homonculites, Logicians and Body-Snatchers early on. This would allow me, on re-running, to:
- Schedule 'snatchings' with more openness
- Get a better idea of how the patrols work
- Allow the Logicians to 'infiltrate' the acolytes a bit better, setting up ambushes and such
- Have a more clear idea of quite what the disposition of forces is inside the Alms House at any given time (especially if the 'cover is blown' by the acolytes)

It's not major detail, and I don't think the players noticed that I *didn't* have such stuff done, but as a GM I'd have preferred it if I'd thought ahead more thoroughly and the above are the main 'issues' I felt. Fortunately, it's not at all too serious. The central trouble is the map at the end, which did require a wee while's work.

The maps from the Dark Reign website for Edge of Darkness are a little bit flawed, but are still decent and pretty useful. I printed them and then cut out the individual sections into little map-scraps. As the players explored they gained new pieces of the map which I then taped into place for them, so overall they were a good aid.

Other than the lack of Alms House maps in the published adventure it was a pretty darn awesome mission. Like all pre-written adventures you should do some re-writes, tweaks and fiddles to fit your group for style, career mix and power level but this one really is a pretty good base to work with. My players still list this as one of their favourite missions.

Over the years I have gone out of my way to buy generic and themed map books and sheets for many and varied games over the years and I have likewise gotten pretty good at "winging it" for maps. Chances are if an adventure does not provide a map I have something suitable with only minor modifications sitting on a shelf or can draw it on the spot. I also make regular use of a sturdy dry-erase board that is magnetic and marked with 1" squares as a game-map. I can draw things out on the fly and distances are easy to count off. Add some mineatures and away we go! Need a crapload of clutter, crates, rocks, etc on your map? Toss a few handfuls of dice on your map before adding any mineatures... Instant random terrain! Naturally bigger dice provide better cover than tiny little ones...