I'm going to post a (somewhat) brief critique here for the folks at FFG to consider (hopefully - after all if you have forum like this, why not pick up on some feedback)... that said, I am aware that it's only my view and many others might see it differently.
I should also say in advance that I consider the book after the first impression (I haven't even played it yet) a 8.5 out of 10. The rest of this post is an explanation why the first impression isn't higher than 8.5 (which is actually a very solid rating). Those who are interested please read on...
Okay, I have tried to group my main points of criticism into the following categories (I hope this doesn't get too long-winded, I tried to keep it brief, at times too brief to express myself properly, so please bear with me):
1. Scantiness: Please be assured that I understand the constraints of putting the amount of information that DW necessitates into a limited amount of pages. But... the book is ripe with wonderful concepts who then fall short because of implementation. Example: Oath taking. Great idea. Superb. Fosters the team-spirit, sets kill-teams apart from your usual rpg party. But then you only have 6 oaths to choose from. That's a missed opportunity. Here the game had the opportunity to overwhelm players with a high number of choices (like 12?) who gave more narrow bonuses. If implemented that way, players would scour over a long list of possible oaths and trying to find the one oaths among the many that gave them the bonus they thought they needed for the mission at hand. And you can afford this strategical complexity because it's a rare, once-per-mission choice. An important, strategical choice.
Other examples for this scantiness include: Too few Past History table entries. Too few demeanours. Too few random names. Too few PA histories. Only one relic per chapter (2 would be better). Not enough chapter-specific psy powers (10 would have been better).
My main point is here: it would have been better to cut short on other stuff in order to extend various tables and lists a bit in order to overwhelm the players with strategic choices and background (and other) possibilities. That way the game becomes much more unpredictable (Example: right now after a total party kill, there's a good chance one of the new chars might have a past history of a previous char).
Anyway, all this can be rectified in future supplements and hopefully will. Core Rulebook tables can be expanded in the following manner (for example): create a d100 table with the result 01-50 being a reference to another roll on the original core rulebook table and the rest being new past histories or PA histories or demeanours or whatever.
[Fighting hordes, btw, is another great basic design. In implementation though fighting hordes lack tactics due to sparseness of rules. Right now fighting hordes is too much a slugfight. Hordes should have had tactical choices, like surrounding enemies or Firing Concentrated Fire, Flanking, etc. And Marines might try then counter-tactics giving a minimum of tactical complexity. A great design diminished in impact due to a sparse implementation. Again, page numbers impose a limit but I'd have sacrificed other stuff in favor of that (for example, the long-winded but fairly useless speciality descriptions).]
2. Gamey-Factor: A few abilities/talents are just nonsense. They just too video-game or tabletop-ish. Example: a SM fires his Bolt-Gun on Full-Auto. He throws it to his brother with Bolter Drill Talent and he fires it on Full-Auto too. Suddenly the ROF of the Bolter has increased. That makes no sense; that's gamey. Instead one might grant the SM with Bolter Drill that 2 shots + 1/DoS hit. There's other examples. Why can Tactical Marines join the Squad Mode ability of Wolf Senses? And if they need to make use of a Solo Mode ability they suddenly can't see in the dark anymore? That makes no sense. You can get away with such mechanics in a tabletop but I don't like seeing such in an RPG, to be honest. (But others may see that differently.) It seems to me as if the game desginers ran a bit out of more realistic, less gamey mechanics on some occasions. Perhaps some mechanics might get revised in a 2nd Edition to remove some of that gamey factor? I hope so.
[And, btw, I find stuff like "Dig-In" to border on being too gamey too. Just to give another example.]
3. Complexity: I said it before and I'll say it again: DW is not a game for the inexperienced. The PCs start out with an impressive number of abilities which might stack a lot and from there on it only grows with experience. Not only that but you now also have added complexity through fate point proliferation: various abilities offer various effects through fate point expenditure. This makes the choice of whether to spend a fate point or not more complex (will I need the fate point later on for this or that ability?). But you don't want additional complexity in combat in order to keep the game going fast. Tied in to this theme is the fact that a kill-team might have "several" (unquote) Squad Modes at a time. Is this really necessary? How coherent could such a squad be? Shouldn't one at least restrict a kill-team to one offensive and one defensive mode at maximum (or maybe even one squad mode at all)? Unless the rules stipulate that and I just didn't read it. It just makes the kill-team more patchy. After having tried to foster group spirit by oath-taking...
In short some stuff provides too much tactical complexity.
4. Role-Playing: I simply don't find there to be enough information on role-playing marines at all. Since Marines are no normal
humans, the game should have at least gone into detail of what Marines do beyond practicing, meditating, fighting. Something beyond that in their daily life? Because if that was all there is, Marines would be dull personalities to play. Irrespective of being noble Arthurian knights while on a mission.
It doesn't have to be a psychology seminar but what has been provided does not do.
What do Marines talk about when the Mission is over? That question remains unanswered.
Also, Marines should have plenty of (chapter-specific as well as DW-specific) rituals they observe. Once more, this doesn't need
to turn into a sociological treatise. But going into the rituals of Space Marines should have been a must.
So that's about it. Hope it hasn't been too long to read through. Just remember that if this sounds too negative, I still give it
8.5 out of 10 and I'm quite a critical person. The game has overall plenty of good ideas, some bordering on being brilliant. It's
just that the implementation takes away some of the polish.
Alex

