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<blockquote data-quote="darjr" data-source="post: 4819885" data-attributes="member: 52905"><p>This last Sunday we played the <a href="http://www.fantasyflightgames.com/edge_minisite.asp?eidm=50" target="_blank">Dark Heresy</a> quick start adventure, <a href="http://new.fantasyflightgames.com/edge_news.asp?eidn=142" target="_blank">Shattered Hope</a>.</p><p></p><p>The first thing that struck me was that the rules are embedded within the adventure. I understand why they did it, and it's probably a good idea for a published product, but being unable to print out the quick start rules for my players was cumbersome. Speaking of printing, the pdf is in that style that eats toner like candy.</p><p></p><p>Like the HEX quick start, there are some things on the character sheets that are not explained in the quick start rules. We dealt with those on the fly using house rules. </p><p></p><p>Some house rules we added because the stats of the pregens were to low. I'll admit that I may have missed something in the rules, but the players kept missing checks left and right, it was a recurring theme. As an example, since the melee characters had a nice +10 they could get while charging, we added something similar to the ranged attacks with aiming and bracing bonuses.</p><p></p><p>The adventure has some great setup scenes in the beginning for a lot of role play but then ended up, in the end, as a dungeon crawl. It did cover the bases of the rules and the dungeon has a nice little loophole for sharp players to pick up on with a little feeding by the GM, I do have to give the players all the credit. I liked the dungeon crawl, and it had some points for adding nice bits of story.</p><p></p><p>The game also has 'fate' points, though we only actually used them once. I didn't quite understand that the adventure as written needed more things the players could sink their teeth into and improvise with, until near the very end. But boy did they take those items and run with em.</p><p></p><p>There are more pregens and adventures at the site, even another intro, none that quite fit the bill of a quick one shot. After looking at the other intro adventure, however, I've decided that I should have read that one as well.</p><p></p><p>I'll go over the rules in a following post.</p><p></p><p>One last thing, the adventure, and the game, are very dark. There are no heroes, not really. I eventually took out a couple of scenes because we had kids playing and I was a little concerned, probably overly so. The scenes weren't gore filled, or overly violent, or sexual in nature, just very very grim and depressing.</p></blockquote><p></p>
[QUOTE="darjr, post: 4819885, member: 52905"] This last Sunday we played the [URL="http://www.fantasyflightgames.com/edge_minisite.asp?eidm=50"]Dark Heresy[/URL] quick start adventure, [URL="http://new.fantasyflightgames.com/edge_news.asp?eidn=142"]Shattered Hope[/URL]. The first thing that struck me was that the rules are embedded within the adventure. I understand why they did it, and it's probably a good idea for a published product, but being unable to print out the quick start rules for my players was cumbersome. Speaking of printing, the pdf is in that style that eats toner like candy. Like the HEX quick start, there are some things on the character sheets that are not explained in the quick start rules. We dealt with those on the fly using house rules. Some house rules we added because the stats of the pregens were to low. I'll admit that I may have missed something in the rules, but the players kept missing checks left and right, it was a recurring theme. As an example, since the melee characters had a nice +10 they could get while charging, we added something similar to the ranged attacks with aiming and bracing bonuses. The adventure has some great setup scenes in the beginning for a lot of role play but then ended up, in the end, as a dungeon crawl. It did cover the bases of the rules and the dungeon has a nice little loophole for sharp players to pick up on with a little feeding by the GM, I do have to give the players all the credit. I liked the dungeon crawl, and it had some points for adding nice bits of story. The game also has 'fate' points, though we only actually used them once. I didn't quite understand that the adventure as written needed more things the players could sink their teeth into and improvise with, until near the very end. But boy did they take those items and run with em. There are more pregens and adventures at the site, even another intro, none that quite fit the bill of a quick one shot. After looking at the other intro adventure, however, I've decided that I should have read that one as well. I'll go over the rules in a following post. One last thing, the adventure, and the game, are very dark. There are no heroes, not really. I eventually took out a couple of scenes because we had kids playing and I was a little concerned, probably overly so. The scenes weren't gore filled, or overly violent, or sexual in nature, just very very grim and depressing. [/QUOTE]
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