Like with Dark Heresy, I'll start with the core rules and work out from there. The inclusion of things like the Omega Vault and the shroud of mystery surrounding the Deathwatch's presnce in the Reach also adds much to the atmosphere, especially against the backdrop of the current war. More, it requires a certain sort of person who can be more flexible mentally (by Space Marine standards) to serve in Deathwatch, both by the manner in which they execute their duties as well as the sorts of people they must interact with. Of the organizations to focus on, the Deathwatch is probably the best because its tied to the Ordo Xenos, which gives you more flexibility (scope, nature of threats, operations, etc.) as well as drawing on a much wider scope of Space Marine forces which can lead to internal strife and conflict. Plus I've admitted I don't like Marines as much It also is probably fair to say that I probably won't be as harsh with Only War (the most recent 'iteration') since its IG, and I am most assuredly biased towards the Guard. And yet they're still a part of 40K and the Imperium, and within the limits set up FFG does a rather good job of exploring it as best as they can (I doubt *I* could do any better.) and there is fo course that nerd side of me that always enjoys the booms, so I can shamelssly indugle that side of things I suppose. Aside from the fact its yet ANOTHER Imperium-centric update (unlike Black Crusade, which at least introduces Chaos' side of things), the return to a more warlike focus slides back more towards 'wargame' territory, and as I've noted before I consider Space Marines difficult to write about because of their rather more limited scope. I actually think that, as far as an RPG goes, Deathwatch is a bit of a step down compared to the last two. It involves the Deathwatch acting amidst the backdrop of a larger, sector-scale Crusade involving warp gates and the far side of the galaxy, and an inexplicable confluence of events that bring all the major factions of 40K to bear in one locale (Tau, Imperium, Chaos, Tyranids, Orks, Necrons. Technically I'm skipping over Rogue Trader since that was second, but that's okay, because I'm braeking patterns all over so why not? Variety is fun and shit.ĭeathwatch is the third in the line of FFG's '40K RPG' lines, and the one that focuses primarily on Space Marines in many of their iterations (albeit under teh guise of the Deathwatch.) Unlike the last two RPGs, where Dark Heresy emphasized exploration of Imperial society and the political/mystery elements so prevalent amongst the Inquisition (EG Eisenhorn: the RPG), and Rogue Trader focused more on spaceships and high adventure and exploration and conquest type shit, Deathwatch is more assuredly war-centric since it involves Space Marines.
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