haz un resumen esquematico de la relacion entre la novela y el juego: " All right, let's jump right in. Today we're going deep into Warhammer 40K. Sounds good to me. We've got Scourge the Heretic, the novel, and the Dark Heresy 2nd Edition rulebook. Our mission, if we choose to accept it, is to see how we can take this awesome story from the pages of the book and bring it to life on the tabletop. Excellent. It's like building a bridge between the story and the game mechanics. Yeah, I like that. A book. Right. And bring it to life on the tabletop. Excellent. It's like building a bridge between the story and the game mechanics. Yeah, I like that. A bridge. Yeah. So we've got this amazing cast of characters in the novel. Oh, yeah. We've got inquisitors and guardsmen and assassins. Yeah. How do we go from reading about these awesome characters to actually like playing as them? Well, that's what's so cool about the dark heresy system. It's really flexible. Okay. Each of those characters you mentioned has a corresponding archetype in the rule book. Oh, cool. Complete with like suggested skills and talents, even starting equipment. So you want to play as Drake, the stoic ex-guardsman. There's a template for that. You feeling more like Elira, the powerful psyker. Gotcha covered. So it's not just about picking like what type of character they are, but tailoring it to that specific character from the book. Exactly. Okay. You want to play Drake, right? Yeah. Well, he's always using his training to spot things other people miss. Right. That translates directly to the awareness skill. Oh, interesting. In Dark Heresy, you'd be using that skill a lot, rolling to see if you notice a hidden enemy or a clue. Okay, so walk me through that. Like when he's observing that mercenary landing, how would that work? So let's say you're playing Drake. You're trying to stay hidden. Right. The GM would decide how hard it is to stay hidden. Then you roll a D100. Okay. Add any bonuses from your awareness skill and gear. Yeah. And hopefully you a D100. Okay. Add any bonuses from your awareness skill and gear. Yeah. And hopefully you get under that target number. So if you get under You succeed. Drake stays hidden. Gathers intel. But if you don't. Well that's where things get fun. Oh. Maybe you have to fight the mercenaries or run away. Oh wow. So every 10th scene in the book could become this exciting dice roll at the table yeah i love it yeah what about those crazy battles like that fight against the psykers and the blizzard oh yeah that's a great example that's where the combat system really shines okay first everyone rolls for initiative to see who goes first okay so picture this okay your drake and these corrupted psykers are closing in. You could fire your last gun. Okay. But you need to make a ballistic skill test to see if you hit. So I'm literally rolling dice to see if I hit those psykers. Yes. And the blizzard makes it even harder to aim. Oh wow. And there are rules for different weapons for cover. Okay. Even for the types of wounds you can inflict. Oh, that's intense. Remember that gruesome scene with the psyker being tossed around? Yeah. In the game that's called critical damage? Okay. It can have lasting consequences for that character. Oh, man. Yeah. So we're not just reading about these events. We're like experiencing them. That's the goal. Making decisions that affect the outcome. Exactly. You're in control. It's like we can run a whole campaign you could following the story but adding our own choices and that's just the start we haven't even gotten to psychic powers or the dangers of the warp I know or how to make a campaign based on desilium that awesome hive city where it all takes place there's so much to talk about there really is a whole universe of possibilities you're gonna be awesome I know right okay so psychic powers yeah psychic powers let's get into that There's so much to talk about. There really is. A whole universe of possibilities. That's going to be awesome. I know, right? Okay, so psychic powers. Yeah, psychic powers. Let's get into that. They're a big part of Scourge the Heretic, right? Yeah. And they're really important in Dark Heresy, too. Remember Elyra and how she used her telepathy to help the group? Uh-huh. That's not just a cool story element. Yeah. You can actually do that in the game. Really? So if I'm playing as a lyra yeah i could actually use telepathy absolutely how does that work so psykers in dark heresy have all these different powers they're organized into disciplines a lyra it seems like she mainly uses telepathy yeah that would give her access to powers like Mind Probe. Mind Probe? What's that? It lets you read someone's thoughts. Whoa. Or she could use suggestion. What does that do? It lets you subtly influence someone's actions. Oh, that's cool. Yeah, imagine you're questioning a suspect. Okay. And you use suggestion to make them more cooperative. That would be awesome. Totally changes the game. Remember how in the book it was always dangerous to use psychic powers? Oh, yeah, for sure. Is that a part of the game too Remember how in the book it was always dangerous to use psychic powers? Oh yeah, for sure. Is that a part of the game too? Absolutely. Every time you use a power, you got to make a focus power test. Okay. Usually it's a willpower roll. If you fail, you risk psychic phenomena. Oh, what's that? It's like a warp mishap, you know? Okay. It could be something small like a headache or something crazy like attracting a demon. Whoa, no thanks. So playing a psyker, it's risky, but also really powerful. Yeah, high risk, high reward. Makes sense. You got to be careful when and how you use your powers. That's what makes it so exciting. Definitely. Okay, so let's talk about the setting for a second. Yeah. Scourge the Heretic takes place in this really detailed hive city, Dissolium. Right. How would we create that in a tabletop game? Well, the rulebook gives you the tools to do that. Really? You build it piece by piece. Okay. Think about the important places from the novel. All right. Like what? Well, the Mirrodink district with its fancy mansions or those grimy underhive bars like the screaming wheel. Yeah, yeah. You can actually map these out, describe what they look and feel like. I like that. And even populate them with NPCs using the archetypes from the rulebook. Oh, that's cool. It's like those descriptions from the book are coming to life. Exactly. I'm thinking about that part with the ramshackle buildings around the air shaft head in the tumble. Yeah, I remember that. That would be perfect for a stealth mission. It would. You could totally create an encounter the tumble. Yeah, I remember that. That would be perfect for a stealth mission. It would. You could totally create an encounter around that location. Yeah. Maybe the acolytes need to plant a listening device. Or watch a meeting of, you know, some suspected heretics. Right, right. You'd use the stealth and awareness rules to see how it plays out. It's taking that scene from the book and making it interactive. That's the idea. What about those memorable NPCs? Oh, yeah. We can't forget them. Like Mung, the Grox rancher. Mung. Yeah, he was great. And Abelard, that weird aristocrat. Oh, yeah. Abelard. Can we include them in the campaign? For sure. They could be quest givers, allies, or even enemies you run into a few times. Yeah. Think about Mung. Yeah. He could ask the acolytes to find some stolen groks leading to a chase through the underhive. That would be so fun. Right. Or Abelard could accidentally get them into trouble. Oh, yeah, with one of his crazy schemes. Exactly. It would be hilarious. That's like they're coming out of the book and into the game. I know, right? But we got to talk about the big picture, too, the main plot of the novel. Yeah, the Callers of Sorrow, that chaos cult. Exactly. They could be the main bad guys in the campaign. Their influence would be felt throughout the game. Oh, I like that. You could start with smaller missions. Okay. Investigating weird events, dealing with low-level cultists. And then as the players level up and find more clues, the stakes get higher and higher. Leading to a big showdown with the cult leaders. Exactly. It's like taking the skeleton of the story and building on it with the game mechanics. It's a group storytelling experience. It is. Guided by the rules, but driven by our imaginations. Yeah, that's what I love about it. It's not just replaying the novel. Right. You're making something new and exciting. Exactly. A unique story. Okay. This has been so helpful. Glad to hear it. We've covered characters and combat setting, even the overall plot. We've made some good progress. But there's still more to talk about, right? Yeah. We've only scratched the surface. Okay. What's next? Next, we're diving into the rules for exploration and investigation. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. Okay. setting. Right. What I'm really curious about now are those parts where the Acolytes are like piecing together clues, you know, investigating that conspiracy. Right. Exploring dangerous places. Uh-huh. How does Dark Heresy handle that kind of gameplay? Well, that's where the rules for exploration and investigation come in. Okay. They're all about giving you, the player, like control in those big moments. I like that, having control. Okay. They're all about giving you, the player, like control in those big moments. I like that. Having control. Yeah. Remember when Drake and Kerlock were scouting the Forest of Sorrows? Yeah, that was a tense scene. In the game, you wouldn't just read about it. You'd actually be making choices about how to approach it. Exactly. So if I was playing as Kerlock, like what kinds of choices would I be making? Well, think about Kerlock's skills, his personality. Okay. He's a former woodsman, right? Yeah. He's comfortable in the wilderness. So you might use survival tests to track footprints, spot signs of danger, navigate that tricky terrain. So the rules give you a framework. Right. But my choices actually determine how the story goes. Exactly. You're not just along for the ride. That's awesome. What about the investigation parts? Yeah. When Horst and Vex were trying to figure out the conspiracy. Oh, yeah. Good example. How would those scenes work? Well, you'd use skills like inquiry, scrutiny, logic. Okay. Let's say you're Horst and you're questioning someone. Mm-hmm. You could use inquiry to ask the right questions. Okay. Scrutiny to see if they're lying. How would you do that? By looking at their body language, you know, seeing if they're nervous and logic to put all the clues together. So it's like a detective story happening right there at the table. That's a good way to put it. But what if the investigation leads to, like, danger? Oh, it definitely could. Remember when they break into Technomancer Ton like, danger? Oh, it definitely could. Remember when they break into Technomancer Tonus' place? Oh, yeah. Things got pretty crazy. Yeah, the rules for exploration and investigation often lead to combat. Makes sense. Maybe you trigger an alarm while searching for clues, or you find a hidden enemy. Yikes. That's when those combat skills come in handy. Exactly. It's all connected. It is. It's not just fighting or Exactly. It's all connected. It is. It's not just fighting or investigating. It's about using everything you've got to survive in the 41st millennium. That's dark heresy in a nutshell. This is making you realize how cool it would be to adapt Scourge the Heretic. It would be amazing. You're taking these great characters and stories and making them come alive in this interactive way. It's like you're stepping into the novel. That's a great way to put it. This has been such a cool deep dive. I'm glad you enjoyed it. We've gone from making characters to combat psychic powers, building a campaign. We covered a lot of ground. Even the details of exploration and investigation. Yeah, we really did. I feel like we found this whole new way to experience Scourge the Heretic. That's the goal. And I'm sure our listeners feel the same way. I hope so. The beauty of Dark Heresy is that there's always more to discover, more to explore. So many possibilities. Exactly. Well, on that note, I think we're ready to wrap things up. Sounds good to me. Thanks for joining us on this awesome journey into the world of Warhammer 40K. It was my pleasure. And to all our listeners out there, if you were an acolyte in Inquisitor Fenurby's retinue, what kind of character would you create? What skills would you focus on? Let us know in the comments. Until next time, may the Emperor protect."