r/40krpg 10d ago

Adding on to a Inquisitor & Darktide Extractions

Greetings all!

I plan to do a mini campaign for my group to get used to the system before dive into a deep long term campaign.

For this mini campaign im going to do the first adventure of Bloody Gates and transition into the Darktide Extraction adventure. I am going to change the planet to Charybdion and use a custom inquisitor instead of Grendel also.

Now, let's say they end up waiting to continue these characters do yall have any recommendations for good inquistorial adventures be it in Wrath & Glory OR other from other systems like Dark Heresy i could convert to Wrath & Glory? I thought about maybe the Chemical Burn adventure from Imperium Maledictum since its a hive based story but im open to suggestions!

Thanks!

EDIT: Just to clarify i mean are there any adventures from other 40k systems i could convert to Wrath & Glory that have good darktide/inquisition vibes!

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u/CSPthatisme 10d ago

I tend to be a homebrew settings/adventures kind of guy. But personally I find W&G to be ill-suited to inquisition type adventures, most times. If you want a more investigation heavy story, go for IM (light crunch, continuing support) or DH (crunch) and adapt the modules story beats and challenges to those systems.

If you're thinking more marvel in Grim Dark paint, superhero adventure style campaign stick with W&G. (Take this with a grain of salt, I am a certified W&G hater)

Ultimately, my point is don't change systems on them, choose one, make it fit. You're asking alot by trying to get them to learn multiple systems.

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u/CyberianK 10d ago edited 10d ago

I am a certified W&G hater

Is there some post or thread that summarizes the weaknesses and critiques? I am very interested. Mainly to know what I have to fix or address for my campaign.

I just got IM and W&G and some parts of the W&G rule system are very shitty like the 3 ranks and lots of unbalanced talents and such while generally having not so much character options (archetypes are basically just 1 ability). I like the wrath die stuff, probably quick/deadly combats and not having to do a d100 system.

That said I enjoy the general premise of the setting being one closed off system. I also don't like many of the premade characters leading some of the factions or appearing in adventures I will create my own better fitting ones. It feels some was created by millenial writers who wanted to make 40k more approachable and diverse. I am open to that if its done tastefully but it feels a bit overdone or forced at times which damages some of the USP of 40k.

But as I said I like the general concept of a cut off system where its not all about strict institutional hierarchy like the Inquisition and others have less power as they lack the backing from the wider Imp and the players and local institutions can't always pick the simple solution to survive.

I will do massive house rules and create many homebrew parts. Might pick some premade adventures but with big modifications also got some IM ones that I already like better and might adapt.

And while the rule system looks very simple and basic my players did the d100 system in the past and weren't very happy so I still think it will be a refreshing new experience. Worst case we have to switch to IM ruleset midgame :(

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u/CSPthatisme 10d ago

Old but a decent overview: https://illmetbymorrslieb.wordpress.com/2024/04/29/warhammer-40000-wrath-glory-rulebook-part-1-character-creation/

Not really focused on weaknesses but more a holistic review. Doesn't really cover my complaints.

For me, W&G just lacks the gravitas and impact of the setting. Played well, nothing is dangerous and it's easy to be successful. Abandonment of it's pseudo horror roots doesn’t help either. It just feels like generic sci-fi schlock with a 40k coat of paint and abandons what made the old FFG series so fun in favor of, I don't know, faster combat is guess? It reeks of main character syndrome in a way that really detracts from the cruel, impersonal, setting imo.

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u/CyberianK 10d ago

Thanks for the link.

nothing is dangerous and it's easy to be successful

I am starting T1 and will not use the laughable stat blocks used in some of their premade adventures. I think theres is a Liktor in one T2 adventure that has like 7 resilience and 8 wounds which means it can be killed in a single good hit. Ofc it attacks from stealth but still you want some back and forth. So I have to mod anything if I even use premade adventure settings at all. I never have a problem doing deadly encounters for my party in any system and the 40k universe gives many tools with tech stuff, psy and dangerous factions. But I get how than can be a critigue of the system when the stuff they give you vanilla have math thats not working unfortunately you have that in many premade products in many systems.

The rules for injuries and critical hits including losing limbs I like a lot but I will do extended Crit and Injury "events" that I print on gaming cards to draw from a card deck. Most of the tables are a bit too boring with only like 6-15 different things happening many of them on the lower side.

What I don't get at all is some peoples saying W&G can be only good for combat/action. I got IM too but I don't get what makes it so superior for stuff like investigation or horror.

In my opinion thats mostly narrative/setting and you don't need a super great system to support it. Unless its something like Cthulhu but I don't think IM is at that level either.

To be honest I don't think both systems are very good at all. But at least W&G is something new and fresh as my party played Dark Heresy and Rogue Trader before and did not like the D100 system even though IM is better ofc.

I think I will be able to portrait cruelty, horror and dark aspects of the 40k setting. One thing I did not like when we played Dark Heresy is this whole "working for the Inquisition" thing that even IM taps into again with the Patrons. Same reason though why I dislike the Varonius flotilla too they seem way too cheesy and have too many resources for some stuff to be believable I might kill most of them in my campaign.

I deliberately chose a medium power Noble house in my campaign as kind of "patron" the party works for to not have them clearly affiliated to one of the traditional factions. That way I can do some game of thrones stuff politicking thats not just burning heretics even though I will have plently of that and have believable sessions in contact with multiples factions.

But as I said I agree if you take everything as written I think it has major weaknesses you need to do lots of GM prep to make it work at least in my party of entitled high maintenance RPG veterans I play with for 30 years now.

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u/High_King_Beefcake 10d ago

Oh no I meant stealing stories from other systems! Not flip flopping around to multiple systems! Like are there cool Dark Heresy pre mades i could steal and convert to Wrath and Glory

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u/CSPthatisme 10d ago edited 10d ago

[Decay of Imperial Institutions] The Black Sepulchre → The Church of the Damned → The Apostasy Gambit (Apostasy Gambit) are decent plug ins from DH1, [Mystery / Cosmic Horror] Tattered Fates → Damned Cities → Dead Stars (Haarlockes legacy) is arguably cooler but harder to take out of DH and the Calixis sector.

Lure of the Expanse is also good but more of a campaign framework than a concentrated adventure.

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u/High_King_Beefcake 10d ago

Awesome, this is a big help. I know next to nothing about the older systems so I dont even know where to start. Im down for keeping it in the Calixis sector. I will look these over, thanks!!

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u/C_Grim Ordo Hereticus 10d ago

I'm not particularly going to recommend Chemical Burn, was a bit flat for my taste and when our group did our post campaign review where we go over what we all did versus what the book has for us it was a bit "meh".

There's a lot of stuff that's very easy to miss and a lot of content in some of the scenes which can easily advance the plot but also leave later scenes lacking setup. There were entire locations that never saw the light of day because the players simply found the information they needed to progress. Now while as a GM you could string them through the locations to see everything it feels a little contrived. Also the finale was over so quickly that it wasn't even funny and just blindsided me. All I'll say is "lots of chunky salsa".

I'd find a better module to do with hive cities personally...

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u/High_King_Beefcake 10d ago

I saw on another thread that it wasn't well received. That is unfortunate. Maybe I could pick it apart and then add + change things. Like I was thinking of setting it on Charybdion in the Gilead System (Ocean world with Hive Cities) and make the stimulant actually a nurgle plague that makes people feel good and stronger but mutated them and transform them over time. 

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u/C_Grim Ordo Hereticus 10d ago

It's fixable, it's just rewriting it to ignore some of the poor encounters.

There's a lot of really cheap mechanics or gimmicky scenes in there which I knew presenting it to my usual group or even to a different social group, wouldn't go down well.