GhostShip Blue
First Post
Lexicanum is a great resource for fluff and canon history. Parsing that to game mechanics is an immense undertaking that FFG has done with the help of GW and their writers. Of all the 40K stuff I own, Black Crusade is one that I do not. It does not interest me at all. So I can't comment on the quality of the info in it. Rogue Trader and Deathwatch are the lines I know best.
The mechanics are NOT terrible. The degrees of success mechanic is a pretty good implementation and does allow for some cinematic action. With an excellent roll (or a good set of bonuses) a Devastator with his heavy bolter being charged by a horde of 'Nids can cut them down like wheat before the scythe, which is exactly the image we all have of them. And if the 'Nids get a hold of him, he might live, mangled and ready for augmentation - which is also what the fluff tells us.The rules do work. The mechanics for leadership are sketchy - not horrifically so - it's a HARD thing to model. And Deathwatch approaches it with a greater degree of detail than does ASL. Granted, it's a gimmick for giving Astartes bonuses in combat, but it fits the fluff.
In the modern age of game design, what I think is missing is a way to let the players directly impact narrative. d20 systems don't do this at all and SW only approaches it with Bennies - so it's not a crucial component, but I do think that Dark Heresy game needs some kind of investigative fix. A Bennie system or Gumshoe's skill spends would really help.
The mechanics are NOT terrible. The degrees of success mechanic is a pretty good implementation and does allow for some cinematic action. With an excellent roll (or a good set of bonuses) a Devastator with his heavy bolter being charged by a horde of 'Nids can cut them down like wheat before the scythe, which is exactly the image we all have of them. And if the 'Nids get a hold of him, he might live, mangled and ready for augmentation - which is also what the fluff tells us.The rules do work. The mechanics for leadership are sketchy - not horrifically so - it's a HARD thing to model. And Deathwatch approaches it with a greater degree of detail than does ASL. Granted, it's a gimmick for giving Astartes bonuses in combat, but it fits the fluff.
In the modern age of game design, what I think is missing is a way to let the players directly impact narrative. d20 systems don't do this at all and SW only approaches it with Bennies - so it's not a crucial component, but I do think that Dark Heresy game needs some kind of investigative fix. A Bennie system or Gumshoe's skill spends would really help.