You are an Acolyte in the service of the Emperors' Inquisition. You stand in the front line of a great and secret war where your duty is to hunt out the foul stench of heresy, the vile alien, and the twisted influence of Chaos. You will tread where others fear, venturing to distant planets, ancient space hulks, and the unsavory depths of the under-hive. You will never know fame nor reward, yet if you stand resolute your deeds will be whispered to the God-Emperor of Mankind and your name will be revered for millennia The Dark Heresy core rulebook contains everything you need to start your roleplaying adventure in the Warhammer 40,000 universe.
A gritty and gothic setting in which something like an overly twisted Catholic Church controls a great deal of the galaxy and sends agents out to deal with demons, heretics and overall "bad" people.
The mechanics are similar to 2nd edition Warhammer Fantasy Roleplay.
As an RPG fan and a 40k fan, when a mate of mine decided to run some Dark Heresy campaigns I was thrilled. But as it turns out it just isn't.. fun. Being railroaded into being (basically) a member of the Inquisition (well not technically but under the employ of one) sort of pigeonholes what the GM can do in terms of plot, and what the players can do in general. My general dislike for d100 systems notwithstanding, Dark Heresy just has a lot of general issues that rankled me - our party spent weeks at a time sitting around not doing anything after a firefight because it would take a month for our combat character who took all the bolts and lasers to the face to heal back up. The universe of 40k, while immense and well-written, is lacking in specifics that are really required for a GM to plan out a campaign - it's hard for a hive to have a personality when it is literally just an enormous mound of buildings.
Whilst we haven't tried it, Rogue Trader would probably be a better system with a bit more freedom - being a rogue trader after all is a bit more vague than being an Inquisitor's patsy - but after Dark Heresy I just have major reservations about FFG's 40k RPGs.
This is one of the best paper and pencil role playing games books I've ever read. This is the core rules of Warhammer 40k Roleplaying, and while set in the future, it's more fantasy than science fiction.
The flavor is gothic, and the players all work for the holy inquisition. Demons and psychic power are real and dangerous. The galaxy is populated by a variety of gothic distopias. The players must hunt down heritics, witches (untrained psychics), demons, and aliens. Science is not shiny and new, but dark, old, and works by wrote application of things set down eons before. When things go wrong, an entire planet can be lost.
Anyway, big fun. The only problem is the company (Black Industries) is being closed down in September by it's parent (Games Workshop). Get it while you can.
This is a pretty spectacularly good game. The Warhammer 40K universe has always interested me, spending hundreds of dollars on miniatures I don't have the talent, time or patience to paint... less so. So a role-playing game was perfect for me, and having played it, I can say that the system is pretty clear, perfect for evoking the bordering-on-parody but still effective darkness of the dark future of the Warhammer universe.
The game uses "careers" which are essentially classes, and it's a little more rigid than I like in that respect, more akin to D&D 1.0 and 2.0 than the more current stuff, but it also really helps to establish the flavor of the world, and even a bare-bones, rules-only character is going to have some flavor built in as a result.
The book itself is gorgeous, full-color with terrific artwork and a pretty strong layout. It could have used a better index and a lot better organization, particularly in terms of cross-indexing rules with one another, and it takes a lot of page-flipping during the game and a *lot* of familiarity before it's as comfortable as a game rulebook should be, but it's beautiful to look at and generally well-written, if not terribly well-organized.
There's also a ton of good material about the world here, and it's a must-read for those who are interested in the world, even if you'd never play a single session of the game.
I really like the 40K universe and I 've heard great stuff about the system (based on WHFRPG) and was hyped to run a mini campaign. But the book killed that hype in a big way.
I disliked the way the book was organised: it floods you with numbers and wxplains how those numbers work 100 pages afterwards. It is too rules heavy without highlighting their unifying mechanics and that makes them seem a bit arbitrary. It is brutal and unforgiving at combat but is also made as a combat heavy game, because, frankly, non-combat and investigation are not properly covered or explained.
What the book fails spectacularly at is create any sort of ambience. With the exceptions of describing some sample planets, it regurgitates 40K lore we have read before. The sample adventure at the end of the book highlights all those problems, as I never understood how are the players supposed to make head or tails out of the story or even "win".
This forms the core around which some half dozen WH40k roleplaying games would later spread, a font from which it all began... well, it itself took most of it from Warhammer Fantasy Roleplay, but who's counting.
The system is solid enough, but it has not aged very well. I find that the second edition has improved the rules more often than not.
I translated this book into Italian for Giochi Uniti Spa. Even though I loved the task, I cannot say the editing of the book was well crafted. For the Italian edition we had to work a lot to straighten all the mistakes made by the original editors.
I love though when I go to stores and see people buying the book, knowing they'll play using my translation!
I don't think the bombastic "billions-must-die" setting of 40k translates well to the small scale without significant re-writing, to the point where you have to ask why you're using it. Rules are serviceable, shoutout to the infamous critical hit tables for each damage type - not one for the squeamish!
In this one you play minions to a Inquisitor, not part of his or her retinue or party. No, you are a faceless drone that is part of their network, looking into things on their behalf, usually without any other backup than the rest of the player party. So expect death tolls to be high.
The game has a high investigation focus, but as always there is also a high action and combat focus as well. But horror is right up there, for you will stumble upon things waaaay above your paygrade and the mere factor which decides if you survive or not, may be how quickly you run, or how many grenades you got.
If your curious about this game, but arent quite sure. You can find a few vids on Youtube of a few celebrity Youtubers/Twitch people playing a few sessions of it. https://www.youtube.com/watch?v=UTTSf...
So if you like a bit of Call of Cthulhu in a Sci-Fi dystopian setting, where you got laser guns to shoot at the evil Slouagh before they eat your face off? Yeah, give it a try.
If you're a fan of 40K or find other RPG settings are growing a little old, I think you'll have fun with DH.
I am having _so much fun_. A friend is running a DH campaign, unsurprisingly I've opted to join the ranks of the Adeptus Mechanicus ;-) Cyberpunk 2020 is still my favourite setting (and Traveller and Paranoia second and third) but DH is giving them a run for their money.
Character creation is pretty straightforward, although if this is your first RPG you'll really want someone else to work through it with you, I think. There are a few generators online, too, that will do the rolling for you if you prefer.
The rules haven't seemed too crazy for us so far.
If you run a DH game, I really recommend buying some of Frank Klepacki's solo albums to play in the background - really adds to the atmosphere.
This is thus far my favorite tabletop RPG, and still my most played. It is sad to say that my rulebook is now lost, and the game is out of print. I have so many memories of this game with friends, from the moment I got lucky on a roll in character creation and became an Imperial Guardsmen, to the day one of my companions lit him on fire and the rest stomped out my character's flaming body. He never did like fire after that.
A Role-playing book about a dystopian futur (warhammer 40k). A beautiful book oozing the grimness, grandeur and madness of the setting. The system seems well balanced and representative of the setting.
I've not been taken by an RPG in a long time. This one has very much captured my imagination and I really am impressed with the quality & direction of this game.
One of my fave games and settings, Dark Heresy 1st Ed is a wild ride of awesomeness. While there is a second edition out (and another while new game in Wrath & Glory), both of 1st Ed’s successors lack the satire, dark humor, and wildness that makes Dark Heresy great. It’s just more fun than the later game.
It does lose a star though as the system is definitely showing its age. There are a ton of redundant skills and talents that seemingly do nothing. Still, the system does work pretty well. Although out of print for years, if you want to play a 40k RPG this is the one to get in my opinion.
Highly flavourful, but the system works best if you are fine with playing low-powered characters who believe a fair fight is for chumps and are willing to leverage every advantage they can to swing things their way, and if you are fine with wild and sometimes destructive results. Later iterations of this generation of 40K RPGs dialled back the rough edges - but I increasingly feel that those rough edges were what made it fun. Full review: https://refereeingandreflection.wordp...
J'avais déjà commencé sans terminer cette lecture l'an dernier. Finalement on m'a demandé de lancer une campagne, ce qui m'a remise dans le livre pour le terminer. Je crois que warhammer 40k est l'un de mes univers favori, et les jeux sont bien écris. C'est complètement immersif, il y a très peu de texte extradiégétique, ce sont quasiment toujours des personnages ou des documents de jeu qui apportent les infos au mj. Une aventure à lire plus qu'un simple livre de base. J'ai toute la collection donc je vais avoir le plaisir de terminer les autres au fur et à mesure. Seul bémol, les règles de w40k sont relativement lourdes.
April 6, 2008: So far, so good. I'm about 50 pages in, and I like it a lot. The fluff is AWESOME. The system is a fairly standard D10-based system with LOTS of tables and charts. It's no Serenity, but it's still a good system with lots of potential and GREAT for background info on the 40K universe.
I'm not sure if I'll be able to get my friends to play a campaign, but I think I'm going to try once the semester calms down a little bit more.
My first experience w/a BL or GW roleplaying game (other than Inquisitor). I understand this is closer to the Fantasy version anyhow. It seems pretty straightforward, and although I have yet to actually play it, creating characters and background was on par with other decent RPGs. Fortunately it was picked up before it's untimely (and lame) cancellation by BL. I'm excited to see the introduction of other races to expand the universe.