Assassins are basically acolytes, if you don't think too hard about it |
I don't like the word
“review”. It implies that I'm somehow a neutral arbiter of some
sort of truth, or that I'm somehow able to separate my personal
foibles, weaknesses, and neuroses from the world of objective facts
and deliver to you an opinion in the form of a recommendation that's
stripped of what makes me different than you, as though I have the
ability to recommend to you what'd be great at your gaming table
instead of mine.
So let me just write a what I think, what the problems are, and how I'd fix it. It's a long read, so if you're in the mood for something lighter, come back later and please, please, tell me when you agree or disagree. I very much want to hear alternate opinions on this one.
Some background: I've
actually been running a several months-long weekly game of Dark
Heresy for my players, with a couple of breaks here and there. It's
been a combat-light game of investigation, where the players are
searching for a missing man who isn't at all what he appears to be,
in a world of shifting allegiances and mutual mistrust. It's been a
whole lot of fun. It might be one of the most interesting games I've
had the pleasure of running. Top ten certainly. But here's the thing.
The game is best when we're not actually playing it.
Talking to security
guards and arguing with police officers is fun. Looking through boxes
and dusty warehouses is fun. Tracking down missing persons is fun.
But for the vast majority of the game, we haven't actually been
playing Dark Heresy. We've been playing Acolytes of the Inquisition:
1st Edition, and while that's been great, the few times
when we've actually had to play the game as written have been kind of
shit.
The skills and talents,
although they have some standouts here and there, are mostly boring
and functional things that detail what your character has some sort
of knowledge of. This is fine, for what it is, and some people very
much enjoy having concrete details about their character's abilities.
In practice, the strict delineation of skills means that each
character class shines in a particular situation. You want to bring
somebody who can talk to people, somebody who can work computers,
machines, and tools, and theoretically you'd want somebody with Lore
skills but those are so bafflingly useless in practice that nobody
really bothers taking any.
So what you get in each
character is the ability to roll and see if you get something given
to you by the DM. You technically only roll when there's some sort of
downside to it, or when failure would be dramatic. This means, of
course, that most of the time you don't roll at all. The skills
function as a pass or fail sort of system. If you have Tech Use, you
can peek through computers for a while. If you have Barter, you get
better prices. This is actually better than what I'm sure the
designers intended, which is evident from the multiple examples they
give, including a time where the player succeeded so hard that they
got punished for it!*
Let's talk about the
combat minigame. Unsurprisingly, it's an overly granular, individual
initiative based percentile system. It uses the familiar rounds and
turns system, where a round is over when everybody's taken their
turn. It makes sure to separate Narrative Time from Combat Time, in
case you thought that it was permissible to make things up now. No,
it is not. There is no freedom here. You are to play the Combat Game
as written.
Like nearly every other
game written in the past 30 years, you use a D&D derived combat
system. You determine surprise, roll initiative, and then go in that
order. You get to use full, half, and free actions to do things.
Shooting somebody is a full action if you are shooting more than one
bullet or using a melee weapon. If you're only shooting one, you can
do something else, too, like walk around while doing it. Combat is
simple. Roll underneath your Weapon or Ballistic skill, then reverse
the dice to get the hit location. There are a lot of rules about
drawing weapons, falling over, and different types of weapon. There
are rules about suppression and jumping around and leaving a
swordfight and shooting lots of bullets. Sometimes your weapon will
jam. The single interesting or useful thing in the entire combat
system is the critical hit system, which will have interesting,
permanent, and gruesome effects on its target, randing from eyeball
removal to makeshift amputation. The critical hit system is really
the best part about the combat system, which otherwise manages to
take the exciting and terrifying danger of a gunfight and reduce it
to literally the single most boring system I've ever seen. It's a
“choose an attack, roll to hit, roll damage” back and forth that
would be deadly dull in any setting but is especially poor given that
the game is based off a very popular wargame.
This isn't dark heresy related, I just like the picture. |
Now, to be fair, the
best parts of the wargame are its colorful and varied units, which
are impressive to look at and chock-full of interesting special
abilities and powers that makes the game what it is. It also has an
elegant and useful d6 based system instead of the percentile system
on display in Dark Heresy. But you'd think that the designers of DH
would take a page of notes from the wargame and perhaps try and
figure out what makes it tick.**
Now I get that they're
not even in the same genre- Warhammer 40k is in the science fantasy
genre, where the game operates by the rule of cool more than any sort
of common sense. Dark Heresy is a sort of a sci-fi film noire meets
spanish inquisition Gestapo, where gangster mutants lurk in smoky
bars and hideous cultists are actively plotting the downfall of the
empire... but the combat and skill systems don't hardly fit that,
either. We don't have bloody and senseless wars with hodge-podge
technology that's regressed since our own 2000s era technology
despite getting larger and flashier (for whatever reason) and we also
don't have a system of street gang skirmishes with cops or the bloody
and professional gunplay of gangster hitmen. What we have is a system
that's equally poor at everything, including meeting the feel of the
rest of the game.***
Because where, in the
rest of the game, everybody's standing around and trying to
contribute through ideas to the group as a whole, when it comes time
for gunplay, time slows down to a crawl and everybody acts
individually until the whole thing is over. If you're a
non-combatant, then you get to sit and hide while the important
combatants struggle and jockey for position and shoot each other in a
system really more suited towards a miniature skirmish game between
equal forces of combatants rather than a retinue of acolytes versus
whatever it is that they're fighting, and not even a particularly
good miniatures skirmish game at that.
And I think that's the
biggest problem I have with Dark Heresy. It's got a light in the dark
with the permissive and useful skills and talents system, and the
character creation is flavorful, although limited. But when it comes
time for a fight, the game slows down to a crawl and starts to trip
over itself. Where there should be either some sort of group-based
affair like OD&D's original Chainmail combat resolution **** or
at least some sort of simple and equally permissive individual combat
system where everybody's doing something, even if it's not directly
shooting/slashing the enemy, you instead get a system that clashes
with the rest of the design and requires pages and pages of
explanation that affect nothing else in the game. Where you should
have a syncretic character with skills that range in usefulness from
combat-useful to investigation-useful, you instead get a clear divide
between combat-only and non-combat. It's a real shame, given that the
source material is so much more.
So if you're going to
play Dark Heresy, here's my advice- pick one half or the other.
If you pick the combat
system, restrict everybody to playing combat or hybrid classes, grab
some minis, and go to town. Have the players really be jack-booted
KGB thugs, knocking down doors, demanding answers, breaking into cult
dens with guns blazing.
If you pick the
investigative system, have the players snoop around and investigate.
Use all the skills at their disposal. Let combat-heavy characters
take an investigation skill or two, or at least assist a lot, even
with things that they aren't really very good at. When it's time for
combat, use group (instead of individual) initiative and just have
the highest person roll. Have everybody take their action at once,
and have the other side take all their actions at once, so that
combat is over in four turns at most. Concern yourself with the
outcome and the risks of combat, more than the mini-game itself, because if you go about it the way that the book recommends, nobody's gonna be happy.
If you want to play a game of Dark Heresy as written, with a mix of every character class and equal parts combat and non-combat, I can't recommend this game system to you. It's not what you're after. Pick something else, and put a 40k patina over it yourself. Seriously, you'll end up with something better than this game. This game needs to be rewritten so that the two halves have something to do with each other instead of being completely separate and incomplete games stapled together and sold as something coherent.
*I'm not kidding,
it's on page 184. It's really pretty terrible and proves to me that
the bit of faff about only rolling when it's dramatically important
is an enormous lie, because what would be the dramatic result of
failing to convince some random Drill-Abbots of his incredible
heroism, exactly? I'm reasonably sure that you're supposed to roll
any time your character is using the skill, and then deal with the
consequences. And, additionally, any time you're doing something that
is covered by a skill you don't have (nearly everything) you're
supposed to roll half your attribute... If true, that makes Dark
Heresy truly the worst system I've played more than once and I would
not recommend it to anybody, ever
**To be fair, most
things are less interesting than a Tau Crisis Suit, or a Chaos Space
Marine Defiler, but my point is that taking a decent system and
taking away all of the parts everybody likes is not a good way to
create a compelling game
***What would have
worked infinitely better (and helped to reduce the stigma of playing
a character with limited combat skills at the same time) would be to
keep the “everybody's contributing” style of the rest of the game
and have a single, large roll for the conflict as a whole. Each
character could roll whatever they wanted to use to contribute to the
fight with, with perhaps a modifier for types that aren't suited to
the conflict at hand (a substantial penalty to melee if there's no
clear way to get to the other side, or a penalty to shooting if
there's no easy way to get a clear shot, and so on), and then you
have both sides roll all their dice up at once. The players can
determine themselves, or you can randomly choose, who gets injured,
on both sides. The end result? The conflict is resolved in a couple
of minutes, using the same style of play as the rest of the game, and
without spending half an hour or more aping the combat subsystem
mini-game from a 40 year old game from a completely different genre
that DOESNT EVEN END UP PLAYING LIKE THA T BECAUSE THE ENTIRE SYSTEM
IS DIFFERENT. WHY DO PEOPLE KEEP COPYING DUNGEONS AND DRAGONS STYLE
COMBAT WHEN THEY DONT GET WHY IT WORKED IN THAT GAME HOLY SHIT THIS
IS IRRITATING
****Where, from what I
understand, both sides go through ranged combat phases, then close
combat phases, then magic phases, and then morale phases; and then if
both sides are still present, they repeat until one side breaks.
Rarely do both sides fight until the death, although there are often
casualties and injuries on either side.
No comments:
Post a Comment