This is a fansite for the development of the Dark Heresy roleplaying system by Games Workshop and Fantasy Flight Games. This web site is completely unofficial and in no way endorsed by Games Workshop Limited or Fantasy Flight Games.
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.
OK, here's a simple methodology for structured planning and development of scenarios and indeed whole campaigns. These are based on simple project management principles and you may find this structured approach useful.
You as GM HAVE to steer the course of the game or it will just drift
aimlessly. It might drift for months and everyone has a great time,
but unless you know where the plot starts, where its going and where
ultimately it will 'end', the game WILL lose direction and players and
GMs will lose interest. I speak here from experience as a player and
a GM, and having played with lots of different groups both long and
short term, in more rule systems than i care to remember over the last
27 years.
I am not the originator of this idea, I got it off of a Serenity Forum a while back and fogot who posted the orginal but I've used it in every game i've run since and figured I'd share it. It's a useful tool for Players to develop their characetrs as well as for GM's to Develop their campaigns and NPC's. It's called the 3x3x3. It's a shortl list of 3 each of Friends/Allies, Contacts/Asscoiates and Rivals/Enemies.
There's a lot of discussion about the level of competency for starting
characters in Dark Heresy. Rather that opine any further, what I'm
going to do here is try to lay out solutions that don't require major
changes to the game rules. In many cases, that means hunting bonuses
and looking at how they mean you "should" play. In others, it just
means coming at the existing material a touch differently.
I'm running my first very first DH adventure tonight and I'll be using Shattered Hope as the basis. I thought I'd post my own plot notes for people to read and hopefully give me feed back. NOTE: I'm still using the Shattered Hope maps and basic game design. Enjoy!
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