Tattered Fates (Haarlock Legacy, Vol. 1) (Dark Heresy RPG)
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Average customer review:Product Details
- Amazon Sales Rank: #65385 in Books
- Published on: 2009-03-26
- Original language: English
- Number of items: 1
- Binding: Hardcover
- 64 pages
Customer Reviews
Setting Guideline for experienced GMs
Make no mistake, Tattered Fates is IMHO aimed at experienced GMs. You get a layout of Quaddis and the (only) city of the planet with a rough overview over the powers that be and the general situation. What you do not get, is a fully fleshed out section of the city with locations, NPCs and the like. So if "Ashes of Middenheim" did not satisfy you background wise, this will dissapoint you. Same goes for the adventure itself which entails rough scetches over the most important sections and NPCs but is not a comprehensive walkthrough. Therefore, a lot of imagination and work is required for the GM to flesh out the world and setting.
I have deducted one star because a) the start is rather "cliché" and b)some points in the ending are rather obscure. Hopefully this will be clarified in the parts to come.
Otherwise I liked this and can recommend it. Have fun! The Emperor Protects!
Imagination running wild
A very well written adventure that has the intellectual depth of a novel.
There are lots of hommages to H.P. Lovecraft, Clark Ashton Smith an others.
An adventure for the fan of weird horror with an appreciation of really brooding atmosphere, this booklet IS worth its price.
Don`t get put off by the other reviews, though like other products of the Dark Heresy line, it needs a bit of thinking by players and GM alike.
Less "fast food", more gourmet gaming.
Thoroughly disappointing
This is not a ready-to-play adventure. Rather, it reads as a series of notes, briefings and ideas that can, with a LOT of work, be put together by the Gamemaster into an adventure. Even what there is, is not edited properly - there is obviously some sort of schematic diagram missing from the first chapter.
The blend of fluff and crunch is confusing - as a GM reading the adventure I want to know and fully understand what is going on at all times. Instead, the adventure does a sort of slow reveal, which is fine between GM and players, but not between author and GM.
The text is infuriatingly vague, the plot, in an attempt not to railroad, is almost entirely removed ("here are some things the PCs should discover. It is up to you how they do it"). The NPCs are passing cameos with no depth, who act merely as sacrificial victims to the adventure's Big Bad Monster, who by its own nature has no defining features, other than being an undefined "monster in the shadows".
The content relies heavily on another suppliment. And 64 pages does not justify a hardback binding.
Very very disappointed. The first product that has made me question my committment to the Dark Heresy line.




