FatPob said >>>
I don't think this is the case at all, I think it is down to intepretation - and knowing what will work well with your group.
That would, once more, be lumped under GMing advice. Usually it's a welcome discussion since it is ultimately geared towards improving ones "art." In this case, though, it is a little bit of a straw man. Earlier someone talked about how an individual was ignoring what they were saying just so that they could get across the same 'ole point. It seems that the pendulum has certainly swung in the opposite direction and may have even stuck.
FatPob said >>>
I also believe several people are offering advice and further clarity on how the game can be played - in the thought that people may want help on how to run the game as it is written.
And the point in question is that, given FFG's statements on the subject, the adventure as written could have been markedly improved with some tweaks, all of which would have emphasised features that they themselves had hyped up. That's all. Nothing more than that. No suggestions of burning people alive or torturing animals. Merely a, "Hey, it's strange that FFG produced a Designer's Diary and got together with Alan Merrett to illustrate that Deathwatch is not just a Bug Hunt, but the demo game was basically just a Bug Hunt. Sure, I as a GM can easily determine where to include these, shifting around the basic structure of the adventure, but surely a part of the point of buying into an official product is so that I don't have to do all the work myself."
Truthfully there is a tiny bit of fallacy there. I'm not going to be using the official 40k RPG mechanics, so I am going to have to be doing all the work. On the other hand, I was adopting the role of someone that will be using the mechanics. In that scenario I might come to the demo adventure thinking that since it's about Marines that it is going to heavily feature combat. No surprises there. On the other hand, FFG have said that it's not just going to be about combat so the adventure as written is... Well, it's a little bit surprising since it is primarily a Bug Hunt.
It has been illustrated how some fairly minor changes can change that emphasis, even make the Marines more "awesome" from the social standpoint rather than the pervasive "Dakka Dakka!" one. The question really remains that, if the game isn't just about the "Dakka Dakka!" then why isn't the other stuff a tad more prominent, especially when one remembers that it is not particularly hard to do? After all, numerous people have spent a great deal of time showing how this could be done on the presumption that others were having difficulty with the concept.
And after all that? Well, then you can get back to actual constructive discussion about Final Sanction and Oblivion's Edge as it extends into a military adventure/Bug Hunt. What are its strengths? Weaknesses? Could the Horde combats have been better constructed to illustrate the whole Horde/Turning Point thing? Might the objectives have been more overtly illustrated? Should a map have been included? If space is a consideration, and surely it is to a point, then should supporting materials have been made available on the, well, Support page? Double-barrel positive with that last, after all. Not only do you get the positive PR with regards to a free RPG product, but you get brownie points from the fans because you're throwing even more stuff up there... for free!
FatPob said >>>
It also seems that this is a very emotive topic. Who would have thought eh.
More a case of "facepalming" at the circular argument. After all, the above is mostly just pointing out the rather obvious and going, "Who would have thunk it?" Then going, "Okay, how do we fix it?" That last takes all of 30 seconds to type out, so after that for those that are interested you can begin to get into the nitty-gritty of the strengths and weaknesses, how to capitalise upon the former and avoid the latter, etc.
Emotive? No. Frustrating (for all parties one would imagine)? And then some.
Kage