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The right thinking man dies once, for the Emperor. The heretic dies every day, and does so only for himself
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Dark Heresy Overview
Written by SJE
An overview and review of all of the existing Dark Heresy RPG products.
Dark Heresy Overview
Dark Heresy is the first official RPG set
in Games Workshops (GW)Warhammer 40,000
universe. It’s a grim and brutal sci-fi universe of unending war between the
galaxy-spanning but decaying Imperium of
Man and its enemies within and without- traitorous heretics, bloodthirsty
aliens (Xenos) and corrupt Daemons of Chaos.Many older GW fans have been waiting for such an RPG since the late 80’s
and the original 40K book – Warhammer 40,000: Rogue Trader
(1987).The interest is due to its
eclecticmix of dystopian science
fiction, heavy metal attitude, incredible artwork and one of the most developed
and explored backgrounds of any fictional universe.
In 2006, Games Workshop announced they planned
to produce 3 RPG’s for the 40K universe- Dark Heresy, to be
followed by 2 games with more powerful PC’s – Rogue Trader
(Merchants and Privateers) and Deathwatch (Space Marine
superheroes). This game was initially designed and developed by Black
Industries (BI), a subsidiary of Games Workshop who announced it would be out
in 2006. This was delayed by over a year and the first rulebooks (200 Limited
Editions which sold out in under 6 minutes!) came out in Dec 2007, followed by
the main release in January 2008. Despite this print run also selling out a few
days later, Black Industries was closed by Games Workshop as it struggled
financially and the rights licensed to Fantasy Flight Games (FFG) in February 2008.
FFG have promised to honour the original
publication plan of 3 40K RPG’s with their own line of supplements.
SETTING
The setting of Dark Heresy is, as I
mentioned before, dystopian sci-fi -our descendents 38,000 years later have forgotten
much of scientific reason and method and have adopted a fascist, mediaeval,
feudal outlook on the universe – they now hold technology in religious awe and
veneration, tended to by the secretive Tech Priests of Mars, the
Mechanicum.The Emperor of the Imperium
has been held on the edge of death for 10,000 years – kept from final death by
the sacrifices of thousands of psychics (themselves hated as witches) brought
to him from across the Imperium. Should he ever die, then the psychic beacon
which allows humanity to traverse the Warp (hyperspace) will go out and a
million human worlds will now be isolated from each other forevermore.Were this not enough, Mankind has explored
the stars and found the aliens living out there to be generally hostile – (not
always helped by mankind’s last ‘Manifest Destiny’ push 10,000 years ago) from
the green skinned, savage Ork hordes, sadistic space elves, to the implacable
Terminator-like Necrons and the obligatory Alien-like Tyranids who seek only to
eat and absorb all organic life.As a
response, the Imperium is a fascist and xenophobic society which distrusts
change (since it’s always for the worst), outsiders (since they may be a
threat), and dissent (since the existing hierarchy would lose power).Finally, its been discovered that Hell is
real- an alternative dimension of Chaos, called the Warp and ruled by 4 Great
Chaos Gods seeks to corrupt and damn the souls of man, the only protection
against Chaos is absolute and unquestioning faith in mankind’s only God- the
Emperor on Terra. Any other belief is heretical and may lead to the corruption
or damnation of entire planets if it’s allowed to spread.
And that is the premise of Dark Heresy-
the PC’s play Acolytes in the Holy Inquisition – an organisation tasked with
rooting out heresy, deviance, mutation, alien influence, or Daemonic corruption
in the worlds of the Imperium. Inquisitors themselves are powerful and terrible
individuals given huge authority and freedom within the normally confining
rules of the Imperium- to the extent that a single Inquisitor can order the
planetary genocide of all life on a world with an Exterminatus order.However that is one of the original sources
of controversy with Dark Heresy.Many people (including myself) came to it,
expecting to be able to play Inquisitors in the mould of Eisenhorn or Ravenor
or even Jaq Draco- kicking daemonic ass and destroying planets at will.That wasn’t the intention (nor was it
advertised as such in fairness) of Black Industries who have created a game
where relatively low powered Acolytes instead investigate mysteries and leads
for which their Inquisitor is interested in but doesn’t have the time to give
it personal attention. Unsurprisingly since Mike Mason was the BI manager and
he has been a long time ‘Call of Cthulhu’ fan (I first met
him when he was publishing his “The Whisperer” Cthulhu
fanzine)then Dark Heresy
can be seen as “Call of Cthulhu in SPACE” with a similar
focus on human fragility – physical and mental as the heroes struggle to stave
off inhuman, unstoppable forces for a few more years before the inevitable
destruction of mankind.
But since this is 40K, Acolytes can also vent their
righteous fury with explosive boltgun fire, flamers, lascannonsand whirling chainsword carnage- at least
upon human gangers, cultists and the more humanoid aliens. One other thing that
this game leaves open is exactly how ruthless and grimdark you want your games
to be. The 40Kverse has seen considerable shifts in tone, emphasis and detail
over the years- originally agents of the Inquisition could be seen as ruthless
and brutal Gestapo agents ensuring loyalty to an overtly fascist regime. Now Dan
Abnetts popular Inquisition novels portray them more as heroic pulp
protagonists up against cackling, immortal masterminds and cataclysmic forces.
Fortunately the setting, and the game are broad enough churches as to support
nearly all the interpretations of the Imperium and Inquisition that 20 years of
universe building has thrown up.
Dark Heresy takes as its bailiwick a
single sector of the vast Imperium- the Calixis Sector.Founded relatively recently by Imperial
standards, a mere 2,000 years ago, it was carved out from xenos hands and the
anti-Imperial Adranti League and their vile biological and genetic experiments.
It stands on the edge of the galaxy and Imperium, abutting the Halo Stars of
the galactic Rim. The sector is plagued by a mysterious and spectral ‘Tyrant
Star’ – a black sun that manifests in different systems and whose light leads
to planetary madness, rioting, mutation and geological disturbance. The mystery
of this Tyrant Star is at the centre of many Inquisitorial investigations and
the solution and explanation behind it is for each GM to decide. The planets
vary from quiet Agri-worlds to immense mining worlds, with the usual
giga-populated Hiveworlds and 3 isolationist Mechanicum forgeworlds and more.
SYSTEM
The system is a relatively straightforward Percentile
system. (in fact the game only requires you use d10 and no other dice type).
Characters have the traditional type of attributes, familiar to those who have
played Warhammer Fantasy Roleplay – Ballistic Skill , Weapon Skill, Strength,
Toughness, Agility, Intelligence, Perception, Willpower and Fellowship which
range in general from 20-60%.Skills are
linked to attributesand generally
success is measured by rolling under the associated attribute on percentile
dice.
This leads to one of the main complaints about the system-
“How can I shoot someone when my Ballistic Skill is 30%? I’m going to miss/fail/whiffmost of the time!”.And this is a valid complaint if you are
comparing it to say Call of Cthulhu where you could easily have an 80% in
shotguns as a starting character. But unlike Cthulhu, Dark Heresy
has a lot more modifiers that you can bring to bear – be it taking time to aim
(+10% per half action aiming) equipment (+10% to aimed shots with red dot
sights or Accurate weapons), closing the range (+30% for close range!)which means that if your character correctly
positions himself and collects the bonuses within the mechanics then an 80%
chance of hitting isentirely
achievable.But its fair to say that if
you want a simple system and don’t want to work the modifiers, then perhaps
some of the complexity of Dark Heresy isn’t for you.
Combat is fairly brutal and unforgiving – it’s quite easy
for a PC to be killed if they lack good armour, high toughness, or simply run
up against heavy weapons or the nastier monsters. To avoid the anguish of
constant character creation, PC’s have Fate Points – usually 2-4. In a session
they can spend them to heal wounds, reroll failed dice rolls etc to keep them
being heroic or succeeding when they really need to. But they can also burn a
Fate Point (reducing them by 1 permanently) to avoid death or maiming-
essentially giving you some ‘cats lives’ to keep your PC in the game. This is
also a game where tactics like covering fire, taking cover, ganging up on
opponents are all rewarded mechanically- so playing smart Acolytes can make a
huge difference to your survivability as well. This is also a game where
Critical Hits have their own amusing and gory tables which can result in your
head exploding like a ripe watermelon,people slipping up on your lifeblood or your bone shrapnel taking out someone’s
eye.
Corruption by the Warp and Daemons is also tracked (it can
lead to physical mutation- not good in a society where mutants are burned at
stakes)and the game also has an Sanity
mechanic- encountering terrifying aliens and cosmic evil can also drive the
weak-willed mad in a variety of interesting ways- again think Cthulhu.
Overall, I find the system fairly easy and functional to
play – it’s a little simpler than say D&D 3.5 and probably on par with
Savage Worlds. Probabilities are easy to understand though the GM has to work
with the players in describing the environment and allowing them to take
advantage of available modifiers in a fire fight. PC’s can also be made more
competent and powerful simply by giving more starting XP- normally they begin
with 400 xp, but I started my group on 1,000xp to round out some gaps in their
skills, and once you get to 2-4,000 xp they are very competent indeed.
BOOKS
Looking at the books individually, I should mention that all
the Fantasy Flight releases are all full colour hardbacks with a mix of
original and GW archive artwork. Black Industries released softback monochrome
versions of the Inquisitors Handbook and Purge the Unclean- while the text is
identical, they don’t quite hold up as well as their hardback successors. Don’t
let anyone sell you them unless they take that into consideration with a
discount. The books are filled with art and laid out well with contents pages,
but only the rulebook has an Index. All of the books have extensive game
fiction in the form of in game documents, notes from Inquisitors etc. Not
actual short stories in the White Wolf sense, but plenty of excerpts and
extracts to flesh out and add colour to each subject.
RULEBOOK
The Dark Heresy rulebook is a hefty tome
of nearly 400, full colour pages priced at (£35/$60). It contains the rules,
background, monsters and antagonists and an introductory adventure for the game.
On the player side it has Character
generation (you roll up stats and can randomly generate at nearly every step, though
selection is recommended) which lets you choose a character from a variety of
backgrounds – Feral Worlds (primitive societies without high technology) Hive
Worlds (over-populated urbanised worlds) Imperial Worlds (moderately populated,
high tech worlds) and the Void Born (those strange outsiders born and raised
aboard starships and space stations and from the following Careers- Guardsmen
(warriors both in and out of the Imperial Guard), Clerics (clergy of the
Imperium, skilled at moving crowds and inspiring faith and Xenophobia),
Assassins (solitary ranged and melee killers who specialise in taking out a
target), Scum (thugs, crooks, hustlers and bounty hunters), Arbitrators (Cops
who enforce brutal laws with shockmauls and shotguns), Adepts (the scholars and
scribes of the immense Adminstratum that runs the Imperium)Tech Priests (the scientists and engineers of
a feudal society that distrusts technology), and Psykers (psychics hated and feared by the
populace).
The Careers system allows you to pick the relevant skills
and talents you desire from a menu, paying for each advance with XP. When your
total XP reaches certain levels, then a new rank in the Career opens up.
Talents are similar to D&D feats- they allow you break the usual rules in
small ways or do something unusual or specialise in. You get cool sounding
Talents like Bulging Biceps (shoot big guns unbraced, Arnie-style) Flagellant
(whip yourself religiously to strengthen your mental fortitude), and Into the Jaws of Hell (lead men against
terrifying monsters or heavy machine gun fire without them needing to check
morale).
There is an extensive Psyker section with assorted minor
powers and 5 Major Psychic Disciplines like Biomancy, Telepathy, Telekinesis,
Pyromancy and Divination.A large
equipment section gives a large selection of guns, armour, goods, services,
cybernetics, drugs, lucky charms and other gear for your PC’s to pick from,
including such favourites (when they can afford or salvage them) as Power
Armour, boltguns, Power swords, chainswords and Meltaguns.
GMwise, the book has several chapters on the setting (both
the Imperium at large,the role of the
Inquisition and then specifics on the planets and organisations of the Calixis
Sector. These are great, introductory chapters that will introduce even 40K
virgins to the details of the setting. There then follows sections on Daemonic
Pacts (always fun to tempt PC’s with), madness and damnation. There is a
chapter on Aliens, Heretics and Antagonists which has write ups and stats for
everything from a noble House guard to a Grox to a Servitor to a Cult Magus to
a Bound Daemonhost.Finally it ends with
a railroaded adventure called ’Illumination’ set on the
Feral world of Iocanthus as evil portents and daemonic activity plague a newly
built cathedral to the Emperor. As with many starting adventures, this is an
intentionally linear plot to help a starting GM get through a set plot whilst
he learns the mechanics. More advanced GM’s might well give this a miss and run
Edge of Darkness instead (described below).
Overall, this weighty and hefty tome is a comprehensive and
beautiful rulebook. The only major thing missing from it is vehicle rules
(starships are more a background setting at this level of play) which were cut
due to space and released as a free download ).
This book also misses out on some of the things many players wanted too- rules
to play Inquisitors, stats for the common 40K wargame opponents such as Tau,
Necrons, Orks, Eldar, Tyranidsand Space
Marines etc. But what is included is
more than enough to run a game of domestic Imperium security with its
concentration on Cults, heretics anddaemons. In terms of production quality its simply fantastic, filled
with evocative artwork, nice layout and a decent index.Occasional typos and errata are present (as
they are with every RPG) but some of them were cleaned up in the FFG version of
the rulebook. Rates a 5 out of 5 in terms of necessity and quality.
SUPPLEMENTS
Game Masters Kit(32 page booklet & screen, £12/$20)A heavy and thick 4 panel card GM’s screen with nearly all the useful tables
you’ll need. The 8 pages of Critical hits couldn’t be fitted on the screen, but
the pages are referenced for quick lookups in the rulebook. Its accompanied by
a short booklet allowing you to generate Xeno beasts and a section on poisons
missing from the rulebook. It also has an interesting but deadly adventure
called“Maggots in the Meat”
which has the PC’s try to infiltrate a besieged Musket powder tech level city
as cannon balls fly overhead in order to investigate some mysterious deaths.
Rates a 3 out of 5 as I did get some use out of the screen when initially
running my campaign.
The Inquisitors Handbook (256 pages,
£30/$50) is a big book of player add-ons and power ups. Feel your character
doesn’t have enough stats? Buy a background package with your XP to up some key
skills and stats. Guns not powerful enough? There are several hundred new
weapons and gear to shop for, including Graviton guns, Eviscerators and
Rosarius!Want a power-armoured kick-ass
class with special Faith abilities? This book has a new Career - the
Battle-Nuns, the Adepta Sororitas Sisters of Battle, a powerful new Career. If
that’s not your poison, you can buff up with the equivalent of Prestige
Classes- alternative or specialist careers which again help the discerning
player specialise their PC such as Commissars (OK but not brilliant), Bounty
Hunters, near-Jedi Pyskers with forceswords and the like. In essence this book
is a players guide for upgunning your PC with more careers, equipment and
starting packages that can help overcome some of the low level incompetency
issues. As a GM resource the specialist equipment can be as useful for
memorable opponents in unusual environments like mining colonies, Starships/space
stations or feral worlds- its organised into what different planets/situations
might have which is useful. Also it serves to give example and encourage the GM
to design appropriate background packages and alternate careers for their
campaigns, though no specific rules are given to balance them.Overall a very useful book for players but
not absolutely necessary – 4 out of 5
Disciples of the Dark Gods (238 pages,
£30/$50) is a grab bag of antagonists, plot hooks, background villainy and heresy
for GM’s. Filled with alien conspiracies, ancient heresies, daemonic cults and
the Top Seven of the Inquisitions Most Wanted enemies in the Calixis sector it
is a brilliant book for the GM looking for a campaign or adventure idea along
with stats and new monsters. There are the rules for Psychic Untouchables (not
as powerful as you’d imagine),a Twin
Peaks Red Lodge-like Murder Room which turns men into serial killers, a
Tzeentchian carnivale of horrors and freaks, Alien Bodysnatchers and tonnes of other
good stuff. There is also a quite social
adventure called “House of Dust and Ashes” which revolves
around the estate auction of a Rogue Trader Erasmus Haarlock in a Gothic
crematorium- which serves to re-unite past opponents and kick off the Haarlock
Legacy series as a sort of Prelude. Overall, this book is as important and
useful for equipping GM’s for a DH campaign as the Inquisitors
Handbook is for players. 4 out of 5.
Creatures Anathaema (144 pages, £28/$40) is a monster book for Dark Heresy.
Whilst Disciples had plenty of monsters and villains included amongst the plots
and background, Creatures Anathaema focuses instead just on
what is commonly known about assorted xenos, aliens, daemons and creations of Forbidden
Science. While such cool new monstrosities as the Fenksworld Pit Thing,
Sinophian Boreworms and Praedertorius of the Starry Order (Hounds of Tindalos),
most GM’s will want this book for the old 40K favourites that it stats outlike Eldar Rangers and Dire Avengers,
Genestealers and Lictors, Ork Boyz, Nobz and Gretchin, Enslavers and Astral
Spectres. Rates a 3 out of 5 as it still
doesn’t cover some popular bad guys like Chaos Marines or Necrons.
Character Folio(24 pages, £10/$17) – a super duper character
sheet. Nice if you like that sort of thing. 1 out of 5.
OFFICIAL ADVENTURES
Edge of Darkness (46 pages, PDF only,
Free to Download from FFG here http://www.fantasyflightgames.com/ffg_content/dark-heresy/pdf/edge-of-darkness-(web).pdf
) This is an excellent non-linear sandbox style of adventure which is perfect
for beginning Acolytes. It sends them to the depths of a Hive with a decaying
dome called the Coscarla division. Someone has been conducting blasphemous
biological research here, with people going missing, ghosts stalking the
night-cycle and the locals deeply scared. It reminded me very much of getting
off Joe Sargents bus in Chaosiums Innsmouth campaign frankly, which is high
praise. I’ve run it and it is very good, producing many memorable moments.I’d recommend this as everyone’s starting
adventure as its superior to the corebooks railroaded adventure. Especially
given its value for money quotient is near infinite, I rate it a 5 out of 5
Shattered Hope (34 pages, PDF now,
originally a demo booklet, Free to download from FFG here - http://new.fantasyflightgames.com/edge_news.asp?eidn=142)
this was the Dark Heresy demo adventure that came out in
2007 before the game was released. Very much a ‘training wheels’ exercise, I’d
only recommend it for GM’s to run if they have never run a game beforeand want an easy start as it is the
definition of a linear dungeon crawl. It serves its purpose in taking you
through different types of test, and setting up some simple combats but lacks
any roleplaying or tactical depth. Its only strength (other than being free) is
that you can run it as a useful 2-3 hour demo if you are recruiting new players
at a con or game store- 2 out of 5.
Purge The Unclean (144 pages, £20/$40) –
an anthology set of 3 very different and mostly unrelated adventures (a single
cult connects them, but blink and you’ll miss it) set around the Calixis
sector. The first “Rejoice For Thou Art True” essentially
parodies a Scientology-like cult as it tries to become an official, mainstream
Imperial Cult and a missing noble girl who bought their Kool-Aid.I’ve
run it and it’s a very social adventure, with lots of parties and interactions
with Hive nobles and a distinct noirish feel in certain parts of the mystery.
There are some cool revelations but the ending is fumbled a little bit with a
strange deus ex machina plot explanation. I found it a real contrast with my
mostly under-hive PC’s (who’d excelled in Edge of Darkness)
as they tried to infiltrate the opposite side of the social spectrum as Nobles.
The second adventure “Shades of Twilight” , I essentially
ran as a giant Space Hulk game (with the tiles and doors!) , as the PC’s race
against a time limit to board and investigate a mysterious Space Hulk as it
falls towards the capital Hive. Notable for having the first Space Marine
statted up for Dark Heresy, it also includes Dark Eldar,
secrets of the Inquisition and betrayals. Strong on combat and distinctly
railroaded, it’s a lot of fun as a high powered race against time, Hollywood action type of game.
Finally “Baron
Hopes” is a strange scenario drawing a lot from horror movies- lots
of zombies and mutants down in mines as the Inquisition makes a deal with a
known rebel. I haven’t run it and shied away slightly from it because I
couldn’t bear to run another railroaded plot.Overall, these 3 adventures are very good at showcasing 3 distinct
Imperial worlds, have a variety of memorable opponents and situations and can
easily be slotted into most campaigns if the GM is short on time. Rates 3 out of 5 – useful but railroaded.
Tattered Fates: Part 1 of Haarlocks Legacy Trilogy
(74 pages, £18/$25) is one of those adventures where the PC’s start off naked,
unarmed and captured by sadistic hunters who force them to run a lethal maze.
While stripping PC’s of all their awesome gear and authority can be an
interesting change of pace, it’s certainly not for every group, so GM’s should
be aware of that premise. After that it turns into an interesting exploration
of a decadent pleasure planet, making deals with assorted ne’er-do-wells as
they seeks to regain the equipment and money they need to investigate the
bacchanalian excess of Rogue Traders Erasmus Haarlocks Revel of Darkness as it
all goes “Masque of the Red Death” with a visit from the
Tyrant Star…. Horrific, atmospheric, but very expensive for the page count
(initial UK
price was £19) and with a starting premise that wont work for all groups, I’d
rate this at 3 out of 5.
WEB RESOURCES
Fantasy Flights official site has a fair amount of material
to download- usefully including the all important Errata, character sheets,
starting example characters, maps,handouts from the various adventures for easy printing and a selection
of adventures mentioned above and some Fan produced ones entered into their
adventure contest.- http://new.fantasyflightgames.com/edge_minisite_sec.asp?eidm=50&esem=4
DarkReign is one of
the most popular and used Fan sites (though badly organised and indexed). It
contains a variety of downloadable gems such as fan produced Tyranid or
Genestealer Cult supplements, Necrons, more adventures and scenario hooks etc.
Recommended- http://www.darkreign40k.com/
THE FUTURE
First thing to mention is that Dark Heresy
books tend to slip their deadlines fairly often. The original rulebook was
delayed by more than a year for re-writes. The Radicals Handbookand DamnedCities,
announced for 2nd quarter 2009 still are not out due to art issues.
That said, FFG have announced they are producing thefollowing books – the 2nd & 3rd
adventures for the Haarlock Legacy are Damned Cities and Dead
Stars respectively. Next out should be the Radical’s
Handbook which concentrates on those Inquisitors who use the weapons
of the enemy against them at mortal peril to their own souls. Then we should
have Ascension, a book for higher level Acolytes gaining
more power within the Inquisition and becoming actual Inquisitors themselves!
For that alone, its bound to sell well.
Simultaneously FFG will also be launching the Rogue
Trader RPG (Sep 2008) and then Deathwatch is
expected in the next few years. These games are also set in the Warhammer 40K
universe and will be broadly compatible (similar percentile system and weapon
stats etc) but focus on the broader canvas of interstellar trading, exploration
and conquest beyond the bounds of theImperium and fighting against the most powerful Xenos threats
respectively.
CONCLUSION
Dark Heresy is a great and atmospheric
take on roleplaying in the 40K universe. Whilst many call it incomplete or
unrepresentative of the wargame, it has to be seen as merely the first part of
a much larger project to make the whole the 40K universe playable as an RPG.
This is the book that’s lets you tell small, intimate, tales of humanity
struggling to survive at the bottom of the most repressive and cruel regime
imaginable. In a feudal society where freedom of movement is largely unknown,
the PC’s had to be part of the Inquisition as it gives them that freedom and
because they are Acolytes, just enough authority to get into trouble but not enough
to blow up a planet when their plans go embarrassingly wrong. It’s a game that
could easily be used to run Necromunda-style rpgs of gangers battling it out in
the Underhive. Dark Heresy is a small but highly detailed
slice of the Imperium with endless scope for intrigues, mysteries, betrayals,
horrors and hard decisions. Acolytes can be powerful movers and shakers- either
through long term development or the GM simply starting at a higher XP level,
if that is the sort of game your group prefers. Its default power level is
‘Cthulhu/Delta Green in space’ so if that expectation is clear in
your mind, then you wont be disappointed.
I enjoy it as it finally gives me an outlet for much of my
reading, interpretation and enjoyment of the 40K setting. I like that it’s a
game of often grey morality and hard decisions- I play up the dreadful compromises of the
Nazi-like Imperium, whilst also indulging in over-the-top heroics and brutal
carnage. The adventures I’ve run are as enjoyable and pulpy as any of
Eisenhorns or Ravenors, so I do think the game permits all kinds of play. I
enjoy the simplicity of percentiles and the assorted tactical rules and Talents
are not too difficult to keep track of with a little preparation.
Overall I’d recommend it as great introduction to
roleplaying in the 40K universe for anyone who likes the setting orCall of Cthulhu or
investigative or action based games. If you are at all interested in it, then
I’d recommend just getting started with the rulebook and the Edge of
Darkness adventure and seeing how it goes from there. After that,
you’d probably want to pick up the Disciples of the Dark Gods
for the GM and the Inquisitors Handbook for the players.
I'm not a librarian or expert in web-design, but I find it very hard to find things. For example, looking for the Vehicle Apocrypha- impossible to find unless you know it exists- I wouldnt associate with a gaming aid. I wonder if a Wiki type organisation might be better, with everything hyperlinked together, clearer overall categories and then more detail on topics- so the Necron page for example might have links to every single article involving Necrons- be it stats, adventures, fiction etc.
Possibly also cut out summary blurb beneath each article and on each category page have every article title listed on that page- having to trawl through 20+ pages of downloads since you have 7-8 articles and their summaries per page just serves to lose the gems amongst the chaff. An article star rating system next to each title might also help direct people to quality articles.
This would be an example of what I find to be a well organised and well-linked site -http://bioshock.wikia.com/wiki/BioShock_Wiki
New Download: Ships ...
Updated to fix a few typos and 1 or 2 ma...
New download: Ships ...
Made some major edits. Went through and...
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Awesome stuff. Keep up the great work.
An Inquisitional Mem...
I was worried about reading fan fiction,...
Siracxis Death Legio...