New to Dark Heresy

By Wursti, in Dark Heresy Gamemasters

We just started playing Dark Heresy and I already bought the first books (core and The inqusition hand book). And now I am looking for the next one.

To my question which book should I buy next or implement.

Personally I would reccoment 'Disciples of the Dark Gods' if you are GMing. It has lots of options for new and interesting day to day badguys as well as hopefully giving lots of ideas for the overall campaign.

The smaller supplements for specific areas (e.g. Blood of Martyrs) are great but only pimp one set of characters. So if you are just looking for more character options they are good if you pick the area that interests you.

I don't have the game itself but usually a rpg has a dungeon masters guide, a players handbook and a monster manual:

> Dungeon Masters Guide: Gives information, tips, and rules for how to play as the dungeon master!

> Players Handbook: Classes, races, character creation, character items, e.t.c

> Monster Manual: Is a big compendium of monsters.

These are essential for a rpg!

I agree with the above two posts, and Disciples of the Dark Gods is one of the BEST supplements for DH EVER. Heck, it may even be one of the best supplements for the 40k RPG line.

It is quickly followed by Radical's handbook- which has the HUGE advantage of being a great tool for GMs and Players alike- especially if you want to play with Inquisition conspiracies, plots and politics!

Thank you gonna have a look for them. Do any of the other books beside the inquisition handbook change or add things to the character creation?

Not that a know of!

Radical Handbook, Daemon Hunter, Blood of Martyrs, The Book of Judgement, The Lathe Worlds, The Lost Dataslate - they all have additional origins and/or backgrounds, alternate ranks, elite advances.

No, most of them provide some Extra backgrounds or alternate ranks but that's about it.

ASSASSIN TEMPLED!

I don't have the game itself but usually a rpg has a dungeon masters guide, a players handbook and a monster manual:

> Dungeon Masters Guide: Gives information, tips, and rules for how to play as the dungeon master!

> Players Handbook: Classes, races, character creation, character items, e.t.c

> Monster Manual: Is a big compendium of monsters.

These are essential for a rpg!

This is a fairly good guideline, I think. For the purposes of Dark Heresy, you could translate it as the following:

Dungeon Master's Guide = Core Rulebook + GM Screen

Player's Handbook = Inquisitor's Handbook

Monster Manual = Creatures Anathema

That said, I don't even think you really "need" anything other than the Core Rulebook and the Inquisitor's Handbook. The other supplements are rather focused and, albeit helpful, could just as well be replaced by your own creativity.

I'm probably biased against the line's development, however, due to its latent power creep and certain design choices that make the later FFG-authored books follow a somewhat different style than the earlier BI-material, so take my judgment with a bit of salt..

ASSASSIN TEMPLED!

I see what you did there. :P

Edited by Lynata

Thank you guys helped much =)

Welcome aboard, Wursti .

The first thing you should do is track down the official Errata in the 'resources' section of the Dark Heresy main page- it contains a lot of corrections and tweaks that will make your games play better. And check out the introductory adventure Edge of Darkness in the same section- it makes a better introduction than the sample adventure in the back of the main rulebook.

After that, I'll mostly echo what has already been said: Disciples of the Dark Gods is the best sourcebook for a GM- tons of inspiration for cool scenarios in that book.

Creatures Anathema - the 'monster manual' of DH - is less useful that its counterparts in other game systems. Very few of the monsters are scaled to starting Acolytes (the system assumes you will rely on the Adversaries section of the main rulebook for the first couple Ranks), so you can afford to hold off on purchasing it early on.

As far as character creation, most of the later books contain new options for PCs, focused on specific types of characters: radicals in The Radical's Handbook , religious types in Blood of Martyrs , 'cops and robbers' in Book of Judgement , and tech-types in The Lathe Worlds . But the GM has to be very careful about allowing options and equipment from the later books: starting with BoM , there is a great deal of 'power creep' that renders some Alternate Ranks, Careers, and equipment badly unbalanced with the earlier books. If one of your players wants to use something from one of these books, check it carefully to see how it compares to previous options (carapace or power armour at Rank 1, shotguns that deal more damage than some heavy weapons, etc); never assume that it must be balanced or it would not have been allowed to be printed, or your campaign might degenerate into a 'power gamer' nightmare...

Edited by Adeptus-B

Thanks will do so. Gonna get Disciples of the Dark Gods and then go from there. Didn't know they did an Errata Gonna read through that. :) We just finished the Core book adventure with Saint Drusus etc. at sterns hope =)

I'd say that Disciples of the Dark Gods and Inquisitor's Handbook should be the ones to buy. One gives you enemies and stuff for ages to come while the other expands all parts of the characters, from new backgrounds to additional things to bring the Emperor's wrath upon the unclean.

Disciples of the the dark Gods if you want a GREAT book for how to many investigation scenarios, campaigns etc with lots of useful tools for making cultists and whatnot. Creatures Anathema IS useful but it's mostly just a compendium of xeno's.

For players it really depends on what career and/or what they're after. Other books do add small things to character creation but not in the scale Inquisitors Handbook does.