Locque said:
I had a fairly lengthy reply typesd out yesterday but for some reason the forum wasn't allowing the post.
highlights: I really didn't buy the tea drinking marine in Abnett's story. Absolutely unconvincing.
Space marines have personalities, and there are no doubt great RPing opportunities, but they never run in fear, they can't pretend to be anythuing other than a space marine. Sure Sisters of Battle are similar, but they can take the armour off and pass for a regular person. they can be incognito. Marines can't. Ever.
Having said that, I'd never play a sister because they are simply too indoctrinated, and I'm using our tech priest's inflexibility against him wherever I deem appropriate.
Marines can't be discreet, they can't blend into the shadows, lose themselves in the crowd, break stealthily into a manor. Look at all the investigative skills in DH. How many of those do you think marines will possess, and then compare it to how many they'll lose. Marines can be characters, yes, but they can't be investigators. I could see their military knowledge , and perhaps demolitions and tech skills coming into use during the game, but look at it this way: A guardsman sent to bring back a target alive initiates a firefight as part of his plan. it goes awry and the target is killed. We can credibly see the guardsman returning with the tale that the target took his own life, or fled, or was killed by his own, or was already dead. Can you honestly think of a space marine returning with a deceit? it seems unbelievably out of character.
If a Space Marine becomes seditious, or develops a mutation, how long can you realistically expect it to escape the notice of the chapter's apothecaries and chaplains? Furthermore, space marines are always space marines. Assassins can be death cultists, sophisticated dandies, bounty hunters, gang members, ex-military snipers etc. Even Tech-Priests can be tech heretics in cunning disguise. Let's not even get into the insane flexibility of Scum. Can Space Marines ever be anything but Space Marines?
I'm sure plenty out there will love them, but I'd never play one without some new material coming before me to see. A Space Marine is a Space Marine is a Space Marine, regardless of his origins, he'll die for the emperor,despises heresy, wears Power Armour (or better), He's as indoctrinated as any tech-priest, cleric, or Adepta Sororitas, and then some, with less flexibility. It isn't just that a space marine can't investigate- he ruins the investigation of any cell he accompanies, limiting his company to other marines or troopers in a non-investigative capacity. I'm sure there are exceptions but they'd be just that- exceptions.
I don't think a Marines inability to go incognito, play Scooby-Doo, or have tea and pleasant conversations with some dreg is really an issue in their roleplayablity. Like it has been said before, a third of the careers presented for roleplaying would have the same problems. Can a Cyber-Seer blend into a small agri-town and have pleasant conversations with the local old folks over tea? Probably not, but some damned memorable and roleplayable characters can be made from Tech-Priest stock.
If your telling a story about Marines, I don't think it should revolve around tea time and quiet investigations to root out some hidden cult in some sleepy agri-town... unless it's bizarre comedy gold your going for. You also probably wouldn't tell war stories with a group of Adepts and Scum and a group pf Clerics and Saroitas probably wouldn't be the best crew for a gripping crime drama. If you have a group of Marines, then the stories are probably going to revolve around battle and war with a nice subtext of what it is to be a marine. In a Deathwatch kind of setting, a good deal of roleplay on a shallow level would certainly revolve around the differences in chapters and traditions between the marines coming into contact with one another fallowed by figuring out who said marine is outside those traditions and chapters .
Eh, my point, every character has limitations. Once the concept has been decided upon, there are certain things that are just right out for that character. Such doesn't make them any less roleplayable as long as the GM doesn't decide to up and structure a game around that thing that the characters concept precludes them from doing.