New Dark Heresy Designer Diary: The New Knowledge... New Power

By Mack Martin, in Dark Heresy

there is no confirmed book for the other careers but if i had to guess they will probably realese them the year after next in another "Knowlege is Power"

Imperial Guard!! Imperial Guard!! *does the happy dance*

Gaunt's Ghosts stylee campaign coming up....happy.gif

Kasatka said:

It will be interesting to see how many pages each book totals, and what the RRP will be for these.

The page count is comparable to the other supplements released by FFG. As for RRP, those are shown on the Knowledge is Power PDF, generally between $29-39, though I'm sure places like Amazon will be selling them for cheaper than that.

MILLANDSON said:

Kasatka said:

It will be interesting to see how many pages each book totals, and what the RRP will be for these.

The page count is comparable to the other supplements released by FFG. As for RRP, those are shown on the Knowledge is Power PDF, generally between $29-39, though I'm sure places like Amazon will be selling them for cheaper than that.

So the page count will be between 120-144 for the career and Ordo books, since these will sell for $40 (the 256-page books, like the Radical's Handbook and Ascension all trade for $50). I won't mind that page count if the books will be heavy on fluff and low on statistics and the like.

I figure the adventure books will follow the pattern of the Haarlock trilogy (60-70 pages for each).

Anyway, I'm really excited for these releases.

Good-bye money can't wait till the fall

csabesz said:

So the page count will be between 120-144 for the career and Ordo books, since these will sell for $40 (the 256-page books, like the Radical's Handbook and Ascension all trade for $50). I won't mind that page count if the books will be heavy on fluff and low on statistics and the like.

Probably about that. I've noticed FFG tend to stick with the same rough number of pages, and the prices generally reflect the page count.

D'ya wonder if we'll get an answer to the question "Will the DH vehicle rules be the same as the RT vehicle rules"?

'Cause right now I don't know what's worse - waiting a year and a half to find out that they're the same, or waiting a year and a half to find out that they're completely different.

BYE

H.B.M.C. said:

D'ya wonder if we'll get an answer to the question "Will the DH vehicle rules be the same as the RT vehicle rules"?

'Cause right now I don't know what's worse - waiting a year and a half to find out that they're the same, or waiting a year and a half to find out that they're completely different.

I don't see how two different sets of vehicle rules could be developed for games that use the same mechanics unless the DH devs and the RT devs are forbidden from speaking with each other.

Snidesworth said:

I don't see how two different sets of vehicle rules could be developed for games that use the same mechanics unless the DH devs and the RT devs are forbidden from speaking with each other.




Where is the emoticon that will let me "cabbage patch" to show my level of elation!!!!

Thanks Mack! This list is impressive....most impressive!

CodenameXXIII said:

¿And what about Psykers, TechPriests and Sages?. No any book is about them

Maybe there is an Adeptus book coming out that will cover all three down the road.

I hope the adventure trilogy is aimed at Ascension level characters.

Great news, cant wait, my credit card hates you all.

What about the Mechanicus, Psykers or Adepts? No love for our more mental individuals?gran_risa.gif

There's always 2012.

And you know already that the one we all want the most - Ad Mech - will be Q4 2012. happy.gif

BYE

Actually, I like what they are doing and I'm glad they are doing in the order that they are. I think priests need that love most.

Where as Techpriests and Psykers need little additional attention really and of course any additional material helps a well connected or knowledgeable Adept.

Of course by the time everybody else has their new stuff they'll be wanting some too.

csabesz said:

MILLANDSON said:

Kasatka said:

It will be interesting to see how many pages each book totals, and what the RRP will be for these.

The page count is comparable to the other supplements released by FFG. As for RRP, those are shown on the Knowledge is Power PDF, generally between $29-39, though I'm sure places like Amazon will be selling them for cheaper than that.

So the page count will be between 120-144 for the career and Ordo books, since these will sell for $40 (the 256-page books, like the Radical's Handbook and Ascension all trade for $50). I won't mind that page count if the books will be heavy on fluff and low on statistics and the like.

I figure the adventure books will follow the pattern of the Haarlock trilogy (60-70 pages for each).

Anyway, I'm really excited for these releases.

I'm actually quite the opposite on this point - i can get fluff for the 40k setting from many sources, but i can only get official rules and mechanics from FFG, so i want at least an even ratio if not more heavy on rules than fluff. Disciples Of The Dark Gods was very fluff heavy but detailed specific cluts in the Calixis sector so it was ok, so as long as the books contain Calixis specific, ie unique, information about their specific careers and fields of interest then i'll be a happy bunny.

Snidesworth said:

H.B.M.C. said:

D'ya wonder if we'll get an answer to the question "Will the DH vehicle rules be the same as the RT vehicle rules"?

'Cause right now I don't know what's worse - waiting a year and a half to find out that they're the same, or waiting a year and a half to find out that they're completely different.

I don't see how two different sets of vehicle rules could be developed for games that use the same mechanics unless the DH devs and the RT devs are forbidden from speaking with each other.

They did it with Rogue Trader and Dark Heresy on the psy powers.

I assume however, that the vehicle rules for both (if not all three games) will be more an amalgam of the Vehicles Apocrypha from 2008 and the starship rules in Rogue Trader. A more trimmed and simple test system.

From reading the descriptions and the fluff it seems highly likely that we are getting....

Commissars and Ogryns! YAY ME!

Tanks.

Grey Knights (NPCs I am assuming, maybe some how to use as PCs with Death Watch side bars)

And so much more.

Course I am jonsing the most for the last release. The same as I was for Ascension when it was announced. Lets home my disappointment is lower this time.

Peacekeeper_b said:

They did it with Rogue Trader and Dark Heresy on the psy powers.

That was a case of FFG coming up with something different from what Black Industries made. They didn't like it (for whatever reason) and made something different. It's not quite the same as developing two entirely different sets of vehicle rules simultaneously. It's possible that the rules might differ because of the different focus and scale of the games but I highly doubt that.

Snidesworth said:

Peacekeeper_b said:

They did it with Rogue Trader and Dark Heresy on the psy powers.

That was a case of FFG coming up with something different from what Black Industries made. They didn't like it (for whatever reason) and made something different. It's not quite the same as developing two entirely different sets of vehicle rules simultaneously. It's possible that the rules might differ because of the different focus and scale of the games but I highly doubt that.

I think it was more of a better way to do Astropathic powers. Ive rarely seen (er read) in any of the novels of fluff a astropath getting any sort of perils of the warp.

Peacekeeper_b said:

Snidesworth said:

Peacekeeper_b said:

They did it with Rogue Trader and Dark Heresy on the psy powers.

That was a case of FFG coming up with something different from what Black Industries made. They didn't like it (for whatever reason) and made something different. It's not quite the same as developing two entirely different sets of vehicle rules simultaneously. It's possible that the rules might differ because of the different focus and scale of the games but I highly doubt that.

I think it was more of a better way to do Astropathic powers. Ive rarely seen (er read) in any of the novels of fluff a astropath getting any sort of perils of the warp.

I have also never seen one struggle to send a message outside of their current solar system, but FFG delivers on that note too.

Valadrim said:

I have also never seen one struggle to send a message outside of their current solar system, but FFG delivers on that note too.

Many of the better depictions of Astropaths I've seen show them operating in groups - choirs - to send messages anyway. The novel Blind (currently available as part of the Enforcer omnibus) shows this approach in considerable detail, with most astropaths incapable of doing much more than provide power for the one leading the choir.

Valadrim said:

Peacekeeper_b said:

I think it was more of a better way to do Astropathic powers. Ive rarely seen (er read) in any of the novels of fluff a astropath getting any sort of perils of the warp.

I have also never seen one struggle to send a message outside of their current solar system, but FFG delivers on that note too.

Well, I've yet to see an cop movie where the thief character fails to open a lock or a cyberpunk novel where the hacker fails to hack into the baddies' system. In movies and books, characters don't fail in things they're supposed to be good at (because it would imply they actually suck) and when they do it is because the story asks for it (à la Han Solo failing to move silently). In RPG's they do or at least there is a constant possibility for them to fail, no matter how good they are. It's were the 'G' part springs into action...

Kyorou said:

In RPG's they do or at least there is a constant possibility for them to fail, no matter how good they are. It's were the 'G' part springs into action...

Actually, the 40kRP system only actually requires tests on tasks where failure is costly or significant to the narrative - in most cases, the GM is encouraged to simply let the character pass. A good example of this is the Literacy skill - characters who can test against the skill will pass without event 99% of the time, but occasionally a difficult-to-decipher text will come along and require a test. Same with language skills, or the Awareness skill - in this case, you really only test when trying to spot something not immediately obvious, as the rest of the time, you can see, hear, smell, taste and feel things without difficulty.

And even in situations where you've failed, often the only consequence is simply not succeeding, wasting the time spent attempting the test, but not precluding any further attempts (time permitting) or causing any other adverse affects.

Bearing these notions in mind - and they apply quite broadly to RPGs in general - can often alleviate feelings of character incompetence. Failing a test to pick a lock might not mean that the lock can't be picked, merely that it can't be done in the space of time represented by a single attempt... it might take two or three distinct attempts in game terms, while in narrative terms, it's simply taken longer than expected.