linchowlewy said:
is dark heresy any fun? because as i've said i've been trying to get into it. is there any space in dark heresy to play as the other races or does it pretty much limit you to human?
I can't say how fun it is as I've had little chance to play it but I can regurgitate some things I've heard and know. Firstly, it's the WFRP system...in SPAAAACE! (Shocking, I know.) The biggest difference, though, is the scrapping of the career system as it stands in WFRP (a bummer, but somewhat understandable, I guess, sorta, kinda) for a system that is still about "careers" but if it were called a "class" system ala DnD no one would complain. No multiclassing support - only some very limited and weird progression tables from which which you pick skill upgrades. These are meant to represent a difference between a social assassin and a sniper, for instance, though they both begin under the Assassin career.
There are two limits to adventures - the Inquisition, and the Calixis sector. The book is written exclusively about working for an Inquisitor in the Calixis sector. If this is cool - or you as a DM don't need help with the rest of the setting and whatever rules changes you might need - then go. If not, you're in some trouble. The focus allows the book to go deep rather than thin as spread butter, but if, for example, you wanted to play a game about the Tau you'd be utterly, utterly on your own: the Calixis sector is way on the other side of the galaxy and none of the common Xenos are statted up or made playable with the rules as written. Having said that, it really gets you in the mood for being an Inquisitorial flunky in Calixis. Man do I need to start up a game of this, too.
So no; if you want to be any of the Xenos you've got to figure that out yourself. If you want to be a Space Marine, ditto (though that's somewhat easier: increase the relevant stats, add power armour and you're done). If you want to play as Guardsmen fighting the Nids in the galactic south then half of the book is useless to you except as fodder to reshuffle and rename - and sometimes not even that. The game is best for Inquisitorial play and only as good as the DM for everything else.
Oh, and there's no rules for vehicles or spaceships. In
Warhammer Fourty-Frigging-Kay. Major oversight.
(I've heard many of the Xenos will be statted up in an upcoming Monster Manual-esque book but the source I got it from gave a tentative, semi-offical "I can't say, but this is the
Calixis sector and the Tau have very slow ships - think about that," to the question of Tau (and by extension to anything else that literally can't turn up there, which thankfully is little else). Podcast source here. Be prepared to listen for a while or skip forward as necessary. [http://accidentalsurvivors.libsyn.com/index.php?post_id=399710] So hang on for a few months and see if that book helps you out.
Question for anyone with the info: what are the core books I need for Mongoose Traveller, and what are the best books from previous editions for fluff/ideas/rules/extras? I'd always been interested and now I hear they're putting the Babylon 5 setting into the Trav system and I'm
very psyched. Help a gamer out.