Deathwatch Scenario from Core Book

By j-tech2, in Deathwatch

Anyone had a chance to play the scenario in the back of the Core Rules yet? My copy should be arriving tomorrow. I'm considering running this scenario for the group on Friday, but I'd like a little information on it.

All I know is that it's supposed to be an introductory scenario, taking approximately 5 hours. Specifically is this a good introductory adventure? My playgroup has played through Final Sanction successfully. We are most likely going to skip Oblivion's Edge, and move straight to The Sound of Madness or whatever it's called from the GM's Kit.

We did use the scenario during the playtesting of the core rulebook. I was the GM of our group so have first hand experience with it.

The mission has its pros and cons. I'll try to not spoil it too much. I think its a good introduction adventure, however I think it can easily be used later in a campaign just as good. Its not TOO involved and has a good setting/purpose.

However, where I think it is weak in the way its presented. I feel for an "Introduction game" it misses some key items that would help a first-time or pretty new GM. First off, I am not a huge fan of the way the "briefing" is done. You start in a drop-pod and reflect back on the briefing. I would have liked to see a detailed "Meet your Watch Captain, get sent here" setup for the first-time adventure. It also does not include requisition, which I think would have been an excellent way to present an example of how to create a game using the Missions structure completely.

So, it requires a little work on the GM to get the briefing up to scratch and finish some of the details with things like Requisition, arming, taking the Oath, etc. That is really my only complaint.

kenshin138 said:

We did use the scenario during the playtesting of the core rulebook. I was the GM of our group so have first hand experience with it.

The mission has its pros and cons. I'll try to not spoil it too much. I think its a good introduction adventure, however I think it can easily be used later in a campaign just as good. Its not TOO involved and has a good setting/purpose.

However, where I think it is weak in the way its presented. I feel for an "Introduction game" it misses some key items that would help a first-time or pretty new GM. First off, I am not a huge fan of the way the "briefing" is done. You start in a drop-pod and reflect back on the briefing. I would have liked to see a detailed "Meet your Watch Captain, get sent here" setup for the first-time adventure. It also does not include requisition, which I think would have been an excellent way to present an example of how to create a game using the Missions structure completely.

So, it requires a little work on the GM to get the briefing up to scratch and finish some of the details with things like Requisition, arming, taking the Oath, etc. That is really my only complaint.

No, it's okay as far as I have read into it. Has a few nice moments, I think. However it also neglects the issue of the Shadow of the Hive Mind, like Oblivion's Edge. Shouldn't the whole planet be under the shadow of the Hive Mind?

Ale

ak-73 said:

kenshin138 said:

We did use the scenario during the playtesting of the core rulebook. I was the GM of our group so have first hand experience with it.

The mission has its pros and cons. I'll try to not spoil it too much. I think its a good introduction adventure, however I think it can easily be used later in a campaign just as good. Its not TOO involved and has a good setting/purpose.

However, where I think it is weak in the way its presented. I feel for an "Introduction game" it misses some key items that would help a first-time or pretty new GM. First off, I am not a huge fan of the way the "briefing" is done. You start in a drop-pod and reflect back on the briefing. I would have liked to see a detailed "Meet your Watch Captain, get sent here" setup for the first-time adventure. It also does not include requisition, which I think would have been an excellent way to present an example of how to create a game using the Missions structure completely.

So, it requires a little work on the GM to get the briefing up to scratch and finish some of the details with things like Requisition, arming, taking the Oath, etc. That is really my only complaint.

No, it's okay as far as I have read into it. Has a few nice moments, I think. However it also neglects the issue of the Shadow of the Hive Mind, like Oblivion's Edge. Shouldn't the whole planet be under the shadow of the Hive Mind?

Ale

Pretty sure you can get normal vox communication even when under the Shadow. The relay message is being broadcast via vox, not via Astropath so it shouldn't be a big deal. You just need to make a good reason to be by the moon to get the transmission.

kenshin138 said:

ak-73 said:

kenshin138 said:

We did use the scenario during the playtesting of the core rulebook. I was the GM of our group so have first hand experience with it.

The mission has its pros and cons. I'll try to not spoil it too much. I think its a good introduction adventure, however I think it can easily be used later in a campaign just as good. Its not TOO involved and has a good setting/purpose.

However, where I think it is weak in the way its presented. I feel for an "Introduction game" it misses some key items that would help a first-time or pretty new GM. First off, I am not a huge fan of the way the "briefing" is done. You start in a drop-pod and reflect back on the briefing. I would have liked to see a detailed "Meet your Watch Captain, get sent here" setup for the first-time adventure. It also does not include requisition, which I think would have been an excellent way to present an example of how to create a game using the Missions structure completely.

So, it requires a little work on the GM to get the briefing up to scratch and finish some of the details with things like Requisition, arming, taking the Oath, etc. That is really my only complaint.

No, it's okay as far as I have read into it. Has a few nice moments, I think. However it also neglects the issue of the Shadow of the Hive Mind, like Oblivion's Edge. Shouldn't the whole planet be under the shadow of the Hive Mind?

Ale

Pretty sure you can get normal vox communication even when under the Shadow. The relay message is being broadcast via vox, not via Astropath so it shouldn't be a big deal. You just need to make a good reason to be by the moon to get the transmission.

I was more thinking about the effect the hive fleet's shadow should have on a librarian.

Alex

ak-73 said:

I was more thinking about the effect the hive fleet's shadow should have on a librarian.

Alex

Good point. I could see the argument for having the -20 WP from Shadow affect no matter where you were on planet.

kenshin138 said:

ak-73 said:

I was more thinking about the effect the hive fleet's shadow should have on a librarian.

Alex

Good point. I could see the argument for having the -20 WP from Shadow affect no matter where you were on planet.

I could also see grounds for a permanent fatigue point (headaches) and the Power Level getting one category more difficult instead but I guess they didn't want to hamper librarians in an introductory scenario too much.

Alex

I can see that being the reason they left out the Shadow of the hive mind.

Our GM ran this one as the introductary adventure for our group. He edited the beginning a little so that we were actually in a Deathwatch Strike Cruiser inbound to the Jericho Reach. We had been seconded to the Deathwatch and were new inductees.

A vox transmission from the Mago was received and the Strike Cruiser was redirected to provide assistance and support; essentially running the blockade of the Hive to rescue the Magos.

We were able to spend requisition to arm ourselves from the ships stores, and then straight into the droppod and down to the planet.

I'm goona hold off running this scenario until the 3 adventure supplement is released as historically, FFG have tied the first adventure supplement into the sorebook scenario. I'm going to wait and see if this holds true for DW and then run them all together if it does.

I don't know if the introductory adventure will be a tie-in, but the two free adventures (Final Sanction & Oblivion's Edge) may be. Both raise the question of "Who's manipulating Hive Fleet Dagon?"