No major progress on anything important this week – I’ve been two steps away from a nervous breakdown most of the time. Still, puttering around on this and that has, surprisingly, gotten me most of the way through outlining Rank 5 of the Dark Heresy port. And that’s kind of neat, because Rank 5 is honestly where the game actually starts to happen. That’s when you get to play around with power swords and big-boy psychic powers and cybernetic implants that lets you levitate.
The entire first half of the game is you working your way up from “Imperial Guard draftee” or “underhive scum” to actually becoming one of the people the setting tends to really focus on. Which makes senes in theory – zero to hero is a thing for a reason, right? The problem is that it cuts you off from most of the source material – not all of it, by any means, there is the occasional piece of media that follows the people way down on the ground, but still, the pickings there are a bit slim. And I think the game designers did realise that, since they went on to release special rules for playing as an Inquisitor (even if they mostly amounted to, “just start by spending a gazillion points of XP”) and all the other games in the line were about being some kind of badass.
I don’t know. I guess I’m not that much of a fan of zero-to-hero in general. It can be cool if you’re playing a really long campaign, but most campaigns don’t last for years of real life – whatever level you start on, you’re probably not going to be moving that far from it, so I think it makes sense to put at least a decent amount of cool stuff on it.
I’m kind of looking forward to starting to adapt the other games in the series, because there I’ll find out if the system I’ve worked out can be adjusted to higher power levels and plenty of authority. That’s honestly what I enjoy running more – not games where the players are all-powerful or anything, but games where they have juuuuust enough power to get to make demoralising hard decisions. Being powerless means freedom from responsibility, and as my players could tell you (usually with a lot of long-suffering sighs), I do so love to inflict responsibility on them.
In other news, today’s Mummy: the Resurrection session went well. It was the thirtieth one in the campaign, proving that sometimes they really do go on for a long time (so it’s kind of a shame that this is a system where character progression is a lot more plot-dependent and thus the players still aren’t that far from where they started out). It’s odd, it’s a pretty obscure and unloved game running on a glorified set of house rules, but somehow it just clicked. I kind of feel like I should change to a different campaign soon, because Lord knows there are plenty of other games I want to try, but at the same time, it seems a shame to stop when it’s going so well. Oh well, we’ll see.

