“Sinking into Darkness” or “Why I prefer Fantasy Flight’s Dark Heresy to any other role-playing game on the market.”
I’ve been an on and off table top role-player since middle school. My first encounter with role-playing games was with a little game called “Imp” during a hiking trip in the sixth grade. The game was fun, simple, and a great way to distract us from the fact that the freezing temperatures were making it difficult to drink water. I remember “Imp” fondly, and anyone looking for a role playing game that is very simple and easy to get into, here is the http: http://synsynister.tripod.com/imp/id1.html
During high school, I read a few rpg books. I didn’t play any of them, but I found myself fascinated with the rules and how each world worked. During these four years, I became acquainted with Exalted, Legend of the Five Rings, and the Warhammer Fantasy rpg game. All had unique systems, and each worked differently. I remember that even back then, the Warhammer Fantasy rpg struck me as the most appealing because of its simple rules and unique career system for player characters.
I didn’t pay much attention to table top rpgs until my senior year in college when I came across a beginners box for Dungeons and Dragons fourth edition at the store where I worked. This was during the summer, and I had free time after work so I decided to buy the box. I invited several friends over and we all had a fairly fun time making characters. We decided to get into the game and I ended up dungeon mastering (the title awarded the poor saps that try and run table top games and play the monsters the others fight) for the next eight months.
My group and I had a lot of fun with DnD fourth edition. But as time went on, myself and another member of our group became dissatisfied with one element of the game: the combat. The higher our level, the longer and longer the fights became. When we first started playing, a fight might last forty minutes. But as we reached the eleventh level, the fights began to drag upwards of an hour-and-a-half; sometimes longer for particularly intense engagements. It became harder and harder for me to keep people interested in what the enemy was doing, let alone what their teammates were doing.
Disheartened, I was looking around the internet when I heard about Dark Heresy. A long time fan of the Warhammer 40,000 brand, Dark Heresy caught my eye when a review mentioned how swift and dangerous the combat was. Intrigued, I purchased the book from Amazon and fell in love with it. What follows this lengthy introduction is why I believe the Dark Heresy rulebook to be one of the best products on the market for those looking for a new role-playing experience.
The Book:
The Book itself is very sturdy, well written, and well edited. The woodcuts on each page add a nice sense of immersion. The language is comprehensive yet simple, and anyone will be able to learn the game’s rules in a few minutes.
The only note I must add, though, is that Dark Heresy is not something young children should be reading. Playing the game is one matter. You can very easily turn the content into a pg or pg-13 style affair, but the book is not “child friendly”. Some woodcuts are downright disturbing and the game deals with matters involving daemons, insanity, corruption, and the true nature of evil. Now evil and daemons don’t have to be included into the game. In fact, my campaign involved the players fighting against an alien swarm for most of the campaign. But I must advise parents that this material is present within the book itself.
The Setting:
For those unfamiliar with the universe of Warhammer 40,000 in which Dark Heresy is set, let me sum up. Humanity spans countless planets and galaxies. and is constantly under assault from multiple dark threats at any given moment. Part of the draw of this setting is the huge diversity of worlds. Some worlds are still medieval cease pits with black powder, while others are massive city planets with flying cars. This means you can constantly change the setting, tone, and sort of environment your heroes are encountering. Or they can stay on one planet if your players really enjoy a particular world. The variety is awesome.
Magic is another thing I like and all my players did too. Magic in Dark Heresy is a tool, but it is akin to using a massive torch while you are covered in gasoline. It’s useful, but one wrong move and you could be devoured in hungry flames. Playing a caster is dangerous. Every time you cast a spell as a caster, if you roll a nine, you have to roll on the “Table of REALLY Bad Stuff”. That’s not the actually table’s name but bad things happen. These bad things can range from instantly curdling milk to being sucked into hell. As I said, being a spell caster in Dark Heresy is dangerous, but immensely rewarding.
Speaking of character creation….
Character Creation:
The classes in Dark Heresy are a bit different. There is scholar, arbitrator (tank), assassin, soldier (he just kills things), Psyker (spell caster), scum (think a rogue), and Tech-priest ( a cyborg. No, they don’t heal).
Each of these classes is surprisingly customizable. For example, in my game we had two scum characters: Ida and Rykar the Intergalactic Hobo. (The title was used in game ) Ida was a refined debutante with a gift for persuasion and poisons. Meanwhile, Rykar was a shotgun wielding drunkard who was very good at sneaking up behind you. Both were the same class, but both were extremely different and I liked how there could be so much variety.
I also enjoyed how swift the character creation process is. On average, it only takes twenty minutes to have a character made and playing.
The Mechanics:
I think Dark Heresy’s D100 system (It’s not really a hundred sided dice. You role one dice with ten sides for your “tens” and a second for your “ones”) is the most simple but versatile system around. You simply roll your two dice and try to role under the “Target Number”, which is usually a character’s attribute number. Example, if your agility is 43 and you want to jump to a ledge, you roll your dice and try to get under 43. If you roll under, you succeed, if you go over, you fail. Pretty simple. To express various conditions, you can easily mod this number to represent various hazards. If it’s raining or a small ledge, there might be a penalty because it slippery meaning you would have to get a 33 or lower. Conversely, if you had a short jump, the ease of the action might mean you had to roll a 63 or lower. It’s very easy to adjust the numbers for the tests.
I also like how you are testing against yourself by trying to roll under your character’s attributes. In games like DnD, the enemy’s “To be Hit Number” determines whether you hit or not. You could be the best warrior in the land and still not harm an enemy because the enemy’s “To hit Number” is simply too high. In Dark Heresy, your own ability to shoot a gun determines whether you hit or not, and I think that such a system allows you to feel a greater sense of reward for having focused your character into shooting a gun. Plus, it allows for a sense of greater planning. If you sneak into a tower, prop up your rifle, and spend several turns aiming, you should be more likely to hit because you are helping yourself be more accurate, not helping yourself hit an enemy’s “To Hit Number”
Overall, I feel this system is great for people new to role-playing games, and makes combat very easy to understand but hard to master.
The Combat:
Combat in Dark Heresy is fast, brutal, tactical, and EXTREMELY deadly. VERY DEADLY.
Part of what makes combat encounters in Dark Heresy so fast is just how lethal the system is. Most characters, player and foe, have 9-13 hit points. Most guns do 1d10 (that’s a ten sided dice for those unfamiliar with role playing) plus 3 damage. Potentially, that’s thirteen damage for one bullet. And when you have things like fully automatic guns that can discharge ten rounds a turn, you have a system that can quite literally turn a player’s character into Swiss cheese in moments. Now, sure, armor factors into the equation for reducing damage. If you took seven damage from a bullet but have an armor with a rating of four, you only take three damage . However, damage has a nasty habit of piling on fast and you would be simply amazed how that changes the way people play.
This isn’t Dnd where a party of heroes can kick in the front door of a bandit compound and come out with only a few scratches. Such an act in Dark Heresy is suicidal in the literal sense. For an example of just how lethal the combat is, I can think of no better time to use as an example as when the infamous Captain Bugbear (yes that was the character’s name) saved his two comrades. His two allies where hunkered down behind a smoldering wreck while four cultists took pock shots at them. Both players were wounded and not going to last long when Bugbear kicked open a door, trained his fully automatic weapon on the cultists, and fired. His hailstorm of bullets killed all four of them in a single turn. That is the kind of combat you can expect from this game. A game where a single action could turn the entire tide of a fight.
Now, some of you may be thinking that this game is stupid because you would need to make a new new characters almost constantly, but that isn’t the case. The creators at Fantasy Flight games created a brilliant system call “Fate Points”. This system acts exactly like lives from a video game. If you were about to die, you may spend a fate point to somehow survive. For example, one time our dashing scoundrel hero Ida was walking across a causeway when the causeway exploded. She failed her tests to grab hold of something or leap to safty and went plummeting into the space below. She would have been dead if she hadn’t spent a fate point. Thinking fast, Ida’s player decreed that as Ida fell, Ida’s belt snagged on a wire suspended between buildings. Not the most original or realistic thing in the world, but we went with it. Players only have 1 to 3 fate pointes and must spend them wisely because once spent, they are gone and they are incredibly hard to get back.
Fights can also be run in one of three ways. Running an engagement without a battle map is totally viable and flows very well. The rules work very well for this abstract method of simply using words to describe the battlefield. You can run combat on gridded boards if you prefer. Also, the game allows someone who own a lot of Warhammer 40,000 strategy minis to run a fight using models and three-dimensional terrain. I’ve tested every method for combat and have found that all work very well and no one method is superior to the others. Though, if you use the boards, expect your fights to be a bit longer. (Though most fights can be wrapped up in thirty minutes or so.)
In Closing
In closing, I think that Dark Heresy is a great game with a well balanced system that allows for a lot of improvisation and freedom. It never restricts you in anyway, allows you to change things up on the fly, and is easy to learn. Combat is intense, and the setting is one of a kind. There are some dark themes to the book, but players can chose to cut such elements from the game without impacting the game in the slightest.
I hope this review has been helpful.