zombieneighbours said:
The secret to running the aliens RPG was to focus the game not on the aliens, but on the humans, either in the form of human survivors of a xenomorph infestation, or human terrorists, or on corperate and miliatary intrigue, in which the aliens played a part.
Nids can be used in the same way. With the death watch being sent in to kill a guard regiment that have taken to worshipping the tyranids, or wiping out an adeptus mechanicus facility which is doing research on genestealer genetics. Just as easily, you can have the PCs acting as a body guard to an inquisitor, as he visits a tau ship, to propose a tempery cease fire, so both sides can focus on drestroying a nid splinter fleet
You're right, but my recollections of the Aliens rpg was that it did indeed get a bit samey, a bit quick. It also suffered from a dire lack of dedicated setting detail to help create adventures and plots that were about stuff other than killing bugs.
So, to help DW avoid sameyness and short campaign lifespan, I'd advise plenty of setting detail.
Nice one Cifer