Tuesday, 27 September 2011

Getting Started - 40k RPGs

There is nothing worse than being interested in starting a new RPG, but not know where to start. These days, most of us don't have the spare cash to risk buying a book that won't be useful to us.

So, I'm going to try and give you all an idea of the books to avoid, books that you must get, and those you can leave till later for Dark Heresy, Rogue Trader and Deathwatch.


I'm going to split the books into 3 sections:
Must Haves: You can run games without them, but they make things a whole lot easier. These should be bought as early as possible.
Situational: Depending on the themes of your game these will be useful, otherwise they can be skipped until later.
Avoids: In my opinion these books are not worth buying, or at least should be left until last.

I'll also mark if the book is relevant to the GM and/or to the Player, as obviously some books are going to be more use to the GM than to players. Anything marked GM ONLY, players can simply ignore.

Must Haves

Dark Heresy/Rogue Trader/Deathwatch/Dark Crusade Core Rule Books - GM & PLAYER
These are the only true Must Haves, as without them you can't run a game. Players can get away with not having their own copy, but I always find I get much more out of a game if I have the rules to read away from the sessions.

Dark Heresy/Rogue Trader/Deathwatch/Dark Crusade Games Masters Kit - GM ONLY
The quick reference charts that make up the GM's screen are a huge help while running a game, saving valuable time referencing them in the book. If you are running on a tight budget then copying out the tables from the book onto card will create a similar screen, just lacking in shiny graphics. The additional material that comes in the booklets is not vital, but the adventures are a nice bonus.

Dark Heresy: The Inquisitor's Handbook/Rogue Trader: Into the Storm/Deathwatch: Rites of Battle - GM & PLAYER
These books are the player's guide equivalent in many systems. They include more character creation options, equipment and other useful extra rules.

Dark Heresy: Creatures Anathema/Deathwatch: Mark of the Xenos - GM ONLY
These books are on the edge of being Situational, depending on how much you are happy creating your own monsters. The antagonists section in the rule books provide a good starting point, but these build on them nicely. While they are connected to specific settings, they can be used in any game with a little bit of work, depending on the power level of the game. The other downside is that each book only covers what is found in the setting, so if you want your Dark Heresy party to face down some Tau, then you'll need Mark of the Xenos.

Rogue Trader: Battlefleet Koronus - GM ONLY
Instead of a creatures book, Rogue Trader got a book expanding on the starships. As your ship is such an important part of RT, this book is an asset as it gives you more options, as well as more ships to throw up against your players.

Deathwatch: First Founding - GM & PLAYER (not yet published)
Ok, I'm going out on a limb to suggest a book I've yet to see as a must get, but having it contain the missing founding Chapters, as well as providing background for the traitor legions make is surely a must buy.

Situational
Dark Heresy: Purge the Unclean/Rogue Trader: Lure of the Expanse/Deathwatch: The Emperor Protects - GM ONLY
These are the only pre-written adventures I suggest buying. While I don't have all of the published adventures, I was very unimpressed with the Harlock Trilogy for Dark Heresy. These at least give you 3 decent sized adventures that you can mine for ideas even if you don't use them wholesale. It also makes it much easier to work them into a custom campaign.

Dark Heresy: Disciples of the Dark Gods - GM ONLY
The usefulness of this book, like many in the lines, is of variable use depending upon the themes and antagonists in your game. In this case, unless its not obvious from the title, this book is about heretic cults and the chaos powers that work in the background to corrupt the Imperium. Great for an investigation based campaign.

Dark Heresy: The Radical's Handbook - GM ONLY
Thisbook looks inside the Inquisitor organisation at those that are willing to deal with darker powers to get the job done. This is a great book if you are going to have a Radical group of players, or you wish them to go up against Radicals during the course of your campaign.

Dark Heresy: Ascension - GM & PLAYER
Ascension pushes the power level up, and has the players as Inquisitors rather than their minions. A must have if you wish to play a more Eisenhorn level of game than standard Dark Heresy, or you want to mix Inquisitors with a Rogue Trader party.

Dark Heresy: Blood of Martyrs - GM & PLAYER (Full Review)
For a game focusing on the Ecclesiarchy or players wanting to play a character of faith, this is a great book to have. It also builds on the Sisters of Battle making them more playable, even allowing for an all Sisters campaign to take place. Many of the powers though will only work against certain groups, so this book is not so much use if you would be facing alien threats.

Dark Heresy: Daemon Hunter - GM & PLAYER 
If you want your players to be facing the forces of Chaos, they wish to play a member of the Ordo Malleus or a Grey Knight, then this is the book to do it. The Grey Knights can be used either in a Dark Heresy setting, or can be ported over to be used in Deathwatch.

Dark Heresy: Book of Judgement - GM & PLAYER (not yet published)
Taking info from FFG's website, this book will be similar to Daemon Hunters and Blood of Martyrs, giving you more options for a campaign or character focusing on the Imperial Law.

Rogue Trader: Edge of the Abyss  - GM ONLY
This is primarily a setting book that details the Koronus Expanse. Great for games tied to the published setting, but skippable if you intend to go your own way.


Rogue Trader: Hostile Acquisitions - ?? (Not yet published)
This is a place holder as this book is not yet published. From its blurb I'm thinking its similar to the Dark Heresy books that provide more options depending on the type of campaign being played. This one, is for those playing rogue traders (or pirates!).

Deathwatch: The Achilus Assault - GM ONLY
For games set in the Jericho Reach, this is the must have reference. A pure setting book that can be skipped if you are using your own setting.

Avoids
Dark Heresy: Haarlock's Legacy Trilogy Adventures Dark Heresy: The Apostasy Gambit Adventures Rogue Trader: The Warpstorm Trilogy Adventures
I'll be honest, I only have the Haarlock trilogy, so the quality of the later adventures may well have gone up. However, a combination of cost and the amount of work needed to make the trilogy work means I've been put off buying the pre-written adventures. FFG are releasing a collected edition of the Haarlock set, which actually brings the price down to a decent level, so if they continue this for the other adventure sets I'd suggest waiting for them. Then again, there is no need to buy adventures, there are plenty of hooks out there!

If you are interested in more information about any of the books, drop me a message and I'll try and put together a more detailed review.

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