Showing posts with label Imperium Maledictum. Show all posts
Showing posts with label Imperium Maledictum. Show all posts

26 September 2026

Props driven investigations for Imperium Maledictum #City26

Two sessions in to the IM City26 game I have been having a go at conveying the atmosphere with physical printout for some of the things they find during their investigation - partly to reflect the grinding bureaucracy of the Warhammer 40k Imperium but also to convey some of the voices of the factions through vox-log transcripts.

Engagement seems ok, getting everyone to read a handout is a bit of a time sink but when there is a handful of them in play that people can rotate between them it seems to work. At player request I have set up a thread on our gaming society forum with all those uploaded, we will see if that gets much interaction.

Formats for a future yet to come

I combed through official sourcebooks to get a standard handout format - starting with the old Rogue Trader '87 and working up through Dark Heresy and Imperium Maledictum. There is happily a lot of content out there on 40k lore which puts lots of the icons and images easily to hand.

05 September 2026

Setting up Imperium Maledictum adventures for #City26

I marshalled some players and got through a session zero and simple investigative scene using Imperium Maledictum and have been recently reading back through my old Dark Heresy and the new Imperium Maledictum adventure anthologies to get a sense of the structure of these things - not that I couldn't just do "5-room-dungeon-but-40k" but I wanted to try and get a sense of how 40kRPG games ought to be run officially.

The big difference is they seem to follow a three act structure; each of those then broken down into two bits. There is a thing to find out so go to a place and resolve the problem there to get the clue to lead onwards. Essentially solving minor mysteries to get clues to the meta-conspiracy behind it all. The first and third acts are the set up and resolution respectively and the second act is an accordion you can expand or shrink as much as the mood takes you. Essentially, the 'gather clues' second act can require finding as many clues as you see fit.

The big thing for Dark Heresy or Imperial Maledictum is the players are primarily investigators - even when levelled up and quite punchy, they are not the heavy firepower of the Adeptus Astartes. The thing they can do which the various big guns of the setting cannot is investigation and social pieces. You are not going to sneak your way through a masquerade ball with a Warlord Titan but then that is not its job. Combat in Imperium Maledictum is also pretty vicious with critical hit tables that will see you dead-dead on the first shot if you are unlucky. This is combined with the 'superiority' mechanics of granting chunky bonuses in combat if you have gained intelligence on the adversaries or the battle-site to make pre-confrontation gathering of information highly desirable.

The broad recipe seems to be
- pick three locations, connect them all by a thread
- have two things to do at each location, maybe have an extra clue that might be found
- have a further location where the big bad or revelation is
- front it all with a briefing scene