This is a fansite for the roleplaying games Dark Heresy and Rogue Trader by Fantasy Flight Games and for 40k roleplaying in general. This website is completely unofficial and in no way endorsed by Games Workshop or Fantasy Flight Games.
This is a totally unofficial FanWork "Addition" to the Adventure Modul
"Rejoice for you are True!" by FFG-Forum Member Grendel21778 (me).In order to
make use of it, one needs to have a copy of the adventure pack "Purge the
Unclean".
Originally written by "Temple" on another forum, for a completely different RPG. Reworked by Skallagrim to make it Dark Heresy friendly.
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Game Masters: Don't write campaigns!
Don't prepare stories with a definite beginning, middle and end. Don't
slave for hours over NPCs you develop affectionate feelings for,
writing stories you think are awesome and preparing for encounters and
scenes you just know will be cool.
The Imperium is built up by billions upon billions of planets, each house to dazzling numbers of Imperial citizens. It is on these worlds that your acolytes will happily go shooting random people, daemons and a whole stack of annoyingly persistent beasties that have but one desire: gutting and eating them, and possibly as quick as humanly (or xenosly) possible. But those are only details. Because every GM knows that to create an incredible experience for his players, he must present them with a background more refined then the Emperor’s own gold-plated backside.
After much effort, I've compiled (most of) the information from the
Careers, compared it to the chapter on Ship Combat, and ranked each
Career based on how good they are at each action. I had to make certain
assumptions regarding the applicability of certain Talents -
specifically the various Peer and Good Reputation Talents.
I ran the first part of a scenario in my new followup campaign. The
players are a mix of Level 2 and Level 1 characters. I thought I'd
include the briefing and a writeup on the debacle that followed.
A short article discussing some of the effects of relative time and space in the universe of the 41st Millenium, and how this relates to gamemasters and players.
When introducing new players into any RPG the GM must do as much as he can to get the players to understand the world in which they are immersing themslves into. He must discrbe each setting, each npc, every aspect of the world and how it's people/xeno's live and thrive. He must have a complete knowledge of the world in which he is placing his PC's, not to metion the rules.