Mjoellnir said:
HappyDaze said:
You are breaking a basic rule of the setting that doesn't have an effect on game mechanics. Still, you are changing the way the setting works. If you want to include female characters there's the easy way and the hard way. The easy way is buying either Dark Heresy + Ascension or Rogue Trader. The hard way is making something up yourself with the stuff in the Deathwatch core rulebook. That can lead to crazy ideas that stretch the setting without completely breaking it. For example a female tech-adept of the Crucible Resolviate who is testing a new type of power armour that is based on a reverse-engineered Tau stealth suit. The profile is very similar to that of a Space Marine. Throw together an advancement path based on the tech-marine and you're good to go.
HappyDaze said:
And my "silly semantic moment" is actually a strong point (that allowing female Space Marines is the easiest way to open the Deathwatch game to female characters). That you can't refute it and instead try to belittle and insult, is a sign of desperation and it makes you look rather stunted, intellectually speaking.
Tsk, personal insults. If you play in a setting you have to stay within its rules. "Wouldn't it be great if Kirk could use Jedi mind tricks?", "The Rebels in Star Wars should research Federation shield technology, the turbolasers of the Empire couldn't penetrate it." and "Harry Potter should stop using a wand, since he is obviously what D&D would call a sorcerer." are all non-sense. If you don't like a setting, don't play in it. Sure, it would be easier and less expensive for you if there were female Space Marines, but then it wouldn't be the grim dark future of Warhammer 40k.
It's not a basic rule, it's a defined detail. There's a big difference. I could change defined details all over the place and the setting's major rules (themes if you prefer) remain the same. In WFRP, I could state that dwarfs don't have beards at all and instead have heads of thick braided locks with the braiding patterns denoting clan membership. It's a detail change that doesn't really alter much of anything, and certainly not the core of what WFRP is. The changing of Space Marines from male only to coed is a similar change.
The examples you've given actually detract from your argument since they involve mixing distinctly separate settings and thus dilluting the rules and themes of each. I'm not suggesting doing such - I still enjoy the overall rules and themes of WH40K, but that doesn't mean that I have to accept every defined detail as absolute. It's much like liking the description of the Force in Star Wars but completely eliminating the whole pseudo-scientific midiclorian concept in favor of something mystical - you can change that detail and it doesn't adversely harm the rules of the setting.
) Changing that will affect the setting for those who like it. I for example love elves, but would only play a bearded one if hell freezes over.