More warhammering

Today’s session turned out to be Dark Heresy, which reminded me that that port may have come a long way, but it’s still in an unfinished state. The basic moves work well enough, but they just don’t feel comprehensive in the way I want – I can usually find one that fits, but not always. I don’t have that problem with the WoD ports, despite them having half the number of basic moves. I don’t know. Maybe I need to think a little more broadly. For instance, today I ended up jury-rigging a move that’s really meant for communicating across language barriers and use it for getting across to someone in an agitated state – making it more generally a move to make someone listen and understand who would otherwise be unlikely to do either. That might be a way to approach it.

Combat could use some fine-tuning, too. For one thing, I need to do something to make grenades less tempting to break out for everything. They do a ton of damage, but that’s supposed to be offset by them being awkward to use at close range and expensive to stock up on – I think I may need to try a little harder to enforce both those things.

Also, copy-pasting together the actual options faced by a player whenever they succeed at throwing a grenade (as a Blast weapon) is still getting old. I don’t know, should I just write up separate combat options for each major type of ranged attack (Blast, single-shot, semi-auto and full auto)? That sounds awkward, but it might be a step in the right direction.

Need some more flavourful GM moves, too. I’ve been using the regular, game-agnostic set (deal damage to them, take away their stuff, give them a tough choice, etc), but they’re not terribly inspiring. I’m thinking some more like:

  • Confront them with brutality and oppression, with them on the receiving end or not. The Imperium isn’t a nice place to live. Terrible things happen to perfectly ordinary people on a regular basis, ranging from merely being worked to death in a fabricarum to being hunted for sport by degenerate nobles. With this move, play up some routine horror, either as a background event (which they might try to stop, if they’re feeling foolhardy) or something that affects them directly.
  • Show them that they’re small. It’s a vast universe, and even the most accomplished human is only qualified to deal with a small part of it. With this move, reveal that the players are completely out of their depth, dealing with a situation far more complicated (and perhaps deadly) than they can even begin to address. Something as simple as finding your way through a labyrinthine hive city can be daunting, and once poorly understood technology and convoluted organisations get involved, things may simply be beyond your ability. For obvious reasons, this move must be used with care, to not cause the players to just stop trying. However, it’s integral to the setting that some problems just aren’t solvable.
  • Have something go terribly wrong on a large scale. Industrial accidents. Natural disasters. Entire swaths of space stations losing life support. When things go wrong in the Imperium, they tend to go wrong in a downright operatic way. With this move, smash something up that changes the entire environment the players are in. They should still have a reasonable chance to survive, of course, but they will likely need to start running.

Something like that. I’ll need more of them, but that’s a little more fitting for the setting.

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