For the first time in many moons (not far off a decade) I not only did some roleplaying (there have been a few all too brief interludes as a player in the interim) but ran a game. That game was Dark Heresy. I’ve been and still am collecting the 40k games for the best part of this year. I daresay this will be the last rpg collection I will ever undertake. Back in the day SHRPG’s were the games I’d collect, along with a love of the oWoD, in particular vampire and mage. I’ve made it my ‘hobby’ to collect the 40k lines as a whol as they are gorgeous books.
Prior to last night’s return to the saddle my two players and I had, last week, created characters with a rather haphazard intro to the 40k universe they were much less familiar with than I. this was supplemented with a barrage of emails containing background references during the week. I think these went down well, it’s hard to tell sometimes. One of my biggest concerns is getting them to play the setting ‘right’. This probably sounds like arrogance, but one of the conditions of playing 40k is playing it right. It is a setting with a lot of depth, but can easily seem adolescent and ridiculous given its source as a wargame ostensibly aimed at teenage boys. The baroque and grim nature of the medieval + tech setting has a lot of superficial contradictions that can be hard no0t just to portray buyt to appeal.
So the two characters are an Imperial Psyker and an Assassin all starting at rank 1. this is important because, while limited, it allows me to start things off on a simpler footing rather than throw enormous and complicated threats at them off the bat. The learning curve is a little simpler. Dark Heresy seems to be a reasonably benign system, in terms of complexity, but one that front loads a fair amount of detail with an equally fair amount of charts and tables, some of which can be memorised (hopefully by me).
It was a nice gesture to see that one player had actually (and quite correctly IMO) devoted much of his time during the week at work to not doing his job but printing out some handouts for me, various charts and tables. It’s curious because he’s also a player that has an unfortunate tendency to joke about (which, again unfortunately, he did). More on that later, but first the encounter itself.
I chose to run a very quick, simple, encounter; three staged fights aboard a research facility and a neat, if I do say so myself, plot twist. An exercise in introducing us all to the combat rules and the broader resolution system. So the backstory:
The acolytes had been charged with heading to a small research facility on the moon, Murgos, orbiting a warp anomaly. The station is run by a tech priest known as Binarius Thule, a more higher ranking agent of the acolyte’s master, the Inquisitor. They had been charged with 2 things: recover Thule’s work ‘the experiment’, and kill Thule. This latter because the Inquisitor has learned Thule has been corrupted – always a possibility when working with the Warp.
The acolytes arrive and are ushered into the main hub, a largish lab, of the complex, over which looks Thule’s personal space. But before they get there, and just after they disembark, entering the station proper, their shuttle, the only means of escape, suddenly departs with 2 figures aboard. The psyker receives a momentary spasm of psychic unrest accordingly. The reason will become clear.
Within the laboratory they are told to wait. In the centre is a large cogitator altar projecting a holographic image of the nearby anomaly into which are plugged 6 servitors, 3 seated on either side. They attend the machine and babble numbers and data meaningless to the acolytes. On each of the right and left walls are 3 stasis chambers, 2 of which are occupied by mutants. There are two cogitators attached to each bank of 3 chambers monitoring them. This is a trap. Thule knows they are coming. He appears at the window and says something pithy before the chambers open and the 2 mutants, with their ability to vomit corrosive bile, inch forward.
This leads to a fight the acolytes win, followed by a tech priest armed with a las pistol intended to be Thule’s personal guard. His appearance is masked by the cogitator altar projecting the arrival of a traitor astartes suddenly. The stakes get upped and the guard attempts to use this as a means to ambush the 2. He succeeds in getting in before the psyker.
As he is dispatched a flash of light and colour signals Thule activating his ‘experiment’ a warp mcguffin allowing him to escape. While the acolytes head up to investigate and thus find no trace of Thule, they see the device, the rift (though which they can see the cockpit of their shuttle), and also hear the arrival, on station, of traitor marines (whom they have no prayer of defeating), and leap through… into their shuttle and escape as their earlier selves watch that same shuttle depart!
Well, I thought that was cool – and it seemed to work. In fact I was almost concerned they were too unsure of what the rift was and were going to instead face off a small number of traitor astartes!
Before dissecting the event properly, I think it went reasonably well. I felt as confident as I had ever been running a game. Perhaps more so because I knew it was a short encounter. I have decided, and it was agreed, that in the process of learning these rules I would much rather look stuff up and get it right, than do what every game has previously and emphatically advised: make something up on the spot, don’t break the flow, and look it up later. That’s perfectly good advice, but we are old enough and ugly enough to understand what we want, and along with running 40k as 40k, I intend to run the game and learn the rules properly. If that means slowing down the first few games then we are all fine with that. I think that’s a good thing.
That said it didn’t slow down much at all. Initiative is simple and decisive, actions seem to resolve quickly. Of course there are a few things I forgot – Righteous Fury for one (though I can’t remember if it actually came into play and certainly didn’t when I suddenly remembered the rule half way through). Likewise for psychic powers.
The most important thing I did overlook was that damage inflicted is reduced by Toughness bonus and, where appropriate, armour! This is quite a big thing, though the characters didn’t get hit by the enemies due to their abysmal attack stats. Even so, the fights seemed reasonably balanced. The enemies weren’t too weak and, fortunately, not too strong. It took a good few attempts to knock them down, and this included me haphazardly measuring the distance from their spawn point to the characters who were able to shoot at them in the meantime. The two creatures were simple mutants given the Corrosive Bile mutation and an unarmed attack. The acolytes used las pistols (aided, in the psyker’s case, by his powers) and were able to knock them down with damage, a couple of critical effects, and then finish them off while helpless. The tech priest was much the same only he also had a las pistol. No enemy had any armour anyway and they were all simple threats (minima). There’s probably a ton of other rules I forgot or misinterpreted. I did add degrees of success to damage because I couldn’t find the rule to say otherwise, and I’m not sure I was correct to do so, but it was important to explain the degrees of success rule. It didn’t break the game.
Now to discuss the specifics:
As I mentioned one player is prone to jocularity. This is the biggest problem I have in gaming. It’s very hard to know how to deal with because you’re playing with friends and everyone enjoys a joke with their friends. It’s a boundary thing. I didn’t let it get in the way, but in a greater level of adventure, which I hope to run, things could be problematic. It isn’t a case of deliberate disruptiveness, but just a personality thing – and who, after a hard days work, wants to be told to stop messing around when with friends. This is 40k, not the comedy club! In the grim darkness of the far future, there are no jokes!
He played the psyker and was fond of using, on his turn, a combo of two half actions thus: unnatural aim (psychic power) and then a half action attack. This is quite potent and, aside from the risk of rolling a 9 and incurring a psychic phenomena/peril of the warp, there seems to be no limit to his use of psychic powers. Again this wasn’t a balance issue, but there seem no limits on psychic powers – no points pool to pay for, no endurance limits or such. I wonder if I’ve missed something. He certainly understood the risks (actually I think he was curious to see what happened if he ****** up and incurred a backlash – again that’s not the right attitude for a longer term game).
Combat was only conducted using ranged attacks from the acolytes except in one instance. One mutant attempt a melee attack but failed miserably due to having one of its legs critically mashed up by las fire. As a result the assassin favoured a half action aim then half action attack. I did wonder whether there was a full action attack option for guns they could have tried, but I think the full attack, iirc, is for melee. It now occurs to me that I didn’t make use of half actions for their enemies. So overall I think the level of opposition was pitched right and would, had things been run more smartly by me, have been a slightly more challenging affair. But that works out well for the purposes of learning, especially as time was a factor (it was getting late when we wrapped).
Interestingly I had to make a judgement call on one action as the assassin wanted to manoeuvre beneath the mutant to sort of slide between his legs and kick his legs away from him also getting out of the psyker’s line of sight. I couldn’t find anything in the combat actions similar to this and so regarded it as a tactical manoeuvre and gave +10 on his WS attack (which he fluffed). Was there a more appropriate type of action?
There were a few other rolls. I used awareness to notice a few details and psyniscience, really just to show what they did. A couple of minor plot hiccups (they wanted to take the device with them, which I didn’t allow and didn’t want to but sought of put myself in the position where they thought it possible).
The psyker has the shadow on thy soul background from the Inquisitors Handbook and so, in transitioning the warp at the end, I thought it would be cool for him to hear the voice of the daemon he had previously encountered (as per the background) come to try and claim his soul, but they were both through (of course) the rift before any real harm. Just a bit of background, with the daemon screaming ‘no!’ as they escaped.
It will be interesting to see how a proper adventure/campaign progresses. Hopefully the nature of the 40k universe will come through and they will be inspired to really get into it full tilt, hopefully with a little less jocularity. However, I’m prepared to accept things as they are. GM’s can’t mould players into something they want them to be and as a learning curve that’s ok. I also didn’t have the full errata to hand, so there’s’ probably a few little issues overlooked.
Thansk to the people that answered various other threads along the way.