

I think you need a GM who knows when to use RAW and when not to, because you just can't do everything by the book.
WARHAMMER 40K DARK HERESY 2ND EDITION PDFS FULL
I play it with my core group of RPG mates, but in introducing newer people to RPGs I tell them flat out to just ignore that messy table full of DH2 stuff I have in the corner, because that just isn't the game for them. You'll get many sessions in and then realize you missed a critical mechanic because it was hidden in some corner of the book. There are mechanics for everything, and the rules are not well laid out. It's basically a deeper pen-n-paper XCOM. The Imperium is a big place and what's true in one sector might not be true in Askellon. Then I'd say to tell them upfront that they might want to separate their expectations of the world from the lore they've already read. The books actually put a lot of effort into conveying the lore and the setting to you, and providing plot hooks that suit it.īasically, I would seriously say not to worry about setting unfamiliarity unless one player is super familiar. Often these contradict and never do they provide a full picture. Most lore comes from numerous sources and each source shows the universe in whatever way suits their story at the time. I'd even argue it's impossible for them to, since pinning down "how things are supposed to be" in the 40k setting is futile. As long as the GM and all the players operate under the same assumptions and expectations, it's okay if those don't line up perfectly with 40k lore and canon. I can see how it might be, if for example the GM running it is super familiar and expects the same from his players, but that's not necessary. I really don't think it's that unfriendly to people unfamiliar with the setting.
WARHAMMER 40K DARK HERESY 2ND EDITION PDFS DOWNLOAD
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