Good day,
Deathwatch is my first foray into the world of WH40K (not counting Space Hulk), and due to this, I am having some difficulty envisioning how this translates into a role-playing game. Don't get me wrong, the book is brilliant, the flavor is amazing, the material is rife with opportunity.
But most of the usual player hooks are dispensed with. Loot? Not really, though reknown is a way to get better gear. Money? Nope. Fame? Nope. Huge tracts of land? Nope (for either entendre). Progression? Well, yes. Absolutely.
My concern - or question - derives from the near perfection of the Space Marines themselves. It would seem that the will of the God-Emperor is the trump card to be played against any Marine who exhibits any semblance of self. Since the Space Marines have very little personal goals, and since everything else is controlled - how do you get a real role-playing flavor into a game where the characters are the perfect soldiers; driven, unquestioningly, by higher powers?
- Certainly there are tactical situations in which a characters' Chapter/Background will influence his actions, but how often will this play out in the form of role-playing?
- What does inner-party conflict look like? SM1 says attack. SM2 says defend. Commander says attack (beacuse it is the will of the emperor). SM2 capitulates. Repeat? Are there many opportunities other than this to have conflict? Sure the Black Templars dislike the Librarian in the group, and won't sit near him during chow, but will work/fight with him. Is that really conflict?
- Are all of the role-playing opportunities tied into combat and combat only? Again, perfect soldiers. Someone on here debated the idea of blackmailing a SM, and many dismissed this out of hand. I agree. But is there ANY weakness that can be used against the Space Marines.
- How do you role-play the idea of becoming Battle-brothers? This seems like a very key point to me. Many players I have known will simply min-max the concept and realize that using Squad mode gives them bigger numbers - so Squad on! But, I just can't see a newly formed kill-team working together as a crack unit. So how do you make the team "earn" it's dependence and fluidity with each other? Is this more a role-playing exercise or a rule set to say "after x missions, you get y squad mode abilities" or somesuch. Also, this seems very "binary." One day we are not brothers, and the next we are. I would like to see this be a tangible (for lack of a better word) milestone for a KT.
Again, I want to reiterate, I love this game, the material in it, and the flavor - and I am a newbie to the system and the world. I probably missed some things in my first readthrough of the galactic tome of knowledge that is the rulebook. I apologize if I missed stuff.
The tactical side of the house is outstanding, and I am looking forward to obtaining information on more foes. I could see me running a game and the folks enjoying it muchly.
My only concern is - it seems like it may devolve into Space Hulk the pen and paper version with a distinct lack of depth. As I am new to this arena, I am in earnest looking for any support/ideas you can proffer regarding potential character driven challenges and role-playing opportunities.
Thanks in advance.