I am still working on my Dark Heresy port. It’s come a long way, but I’m still not satisfied. The main problem I still see are:
- The weapon rules, or rather, the way they’re organised. The way I’ve written them, certain weapon types rewrites the attack moves – adding some options, removing others. Rewriting the attack move every time a player makes it is turning into a slog. I need to think of some more convenient way to structure, for instance, the difference between single-shot, semi-auto and full-auto attacks.
- The basic moves in general still don’t add up to the full array of things a player might do for me, even though there are a lot of them, 24 in all. For my WoD ports I “only” have 16 basic moves, but I still never find myself without a move to trigger when I want one. I need to have, e.g., the Agility move cover everything that an untrained person could possibly attempt and potentially succeed at involving Agility. Right now, the list is effectively Run, Sneak, Duck and Hide (yourself or something else). Which is fine, but I can think of several other scenarios – balancing on a narrow foothold, for instance. Dunno.
- The move for psychic power use is kind of boring. A partial success means that the player gets to choose between gaining Insanity Points, gaining Corruption Points, or letting the GM declare that some unwanted supernatural effect happens. That’s kind of bland, especially given how flavourful the list of psychic phenomena and perils of the Warp are in the original game. Not sure how to fix that.
- The GM moves need to be rewritten from the rather generic and boring ones I have right now into something that more brings forth the experience of being an out-of-your-depth agent for a ruthless, all-powerful organisation bent on rooting out plots and schemes in a universe where everything is always ten times worse than it seems. This one I feel the most optimistic about – I should be able to manage it, given some time and effort, it’s more a matter of flavour than of mechanics.

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