signoftheserpent said:
This is not about whether other people or even myself can create their own efforts to fill in the blanks - and the fact that people have done so proves the demand is there. It's about the fact there are blanks to begin with.
I am asking why a space marine game doesn't have more information for the gm with regard to enemies for those marines. Why buy the game at all if you are comfortable making stuff up? Save yourself the money, buy some fluff books or some wargame codexes and go that way.
D&D players guide dm guide and monster manual cost £60
DH + CA (which is the game it was designed for) costs £70 (give or take) and even then only has limited info (including orks, for some reason).
Even following FFG's logic the execution is strange: why are orks in a book intended for inqusitorial games? Why not then Dark Eldar? Necrons? Tau? Kroot?Ethereals?
We don't even know what is going to be in Mark of Xenos (except in broad terms). Do we get rules for creating our own chaos forces, or will it be like CA and provide very specific antagonists that, at best, we have to retrofit for variety (unless you want to fight the same daemons over and over), each with their own very specific rules to learn.
D&D on the other hand is not nearly so simple to do this for. The fact that everything has a special power (and they are essential to how the game works) and everything is geared around balancing things (rather than going "ok, how would such and such a thing be represented in the world" and then working it out). D&D needs things like Monster Manuals because you can't just go "Well this should be good at shooting so should have BS 40+, its fast so agility 40+, but they are weedy so they should have a toughness of less than 30". Realistically all 3 of the D&D core books are essential purchases. Creatures Anathema is not. For Dark Heresy you are provided with loads of write ups in the core book of various humans (the main foe in Dark Heresy) and some creatures and deamons. Certainly enough to be going on with and to demonstrate how most other enemies should be built. The only thing that was lacking were representative write ups of the big alien races, and yes there was a demand for them. The later books that provided them have since provided a framework, but even then it wouldn't have been too hard to make them without it. The main thing to ponder is what stats they should get as "Unnatural Characteristics", and even then there haven't been any I can remember surprising me.
As far as Orks being in CA: Orks are present everywhere. They are the single widest occurring alien in the galaxy. They were about the only alien of the big races to be guarunteed to have a presence in the official setting (the Calixis Sector). Necrons are not yet known. Tau and Kroot are at the other end of the galaxy (barring the small number of kroot that have since been said to have leaked through the gate). Eldar... well they featured, and frankly dark eldar would not be hard to extrapolate from that.
Now, I will accept the Enemies section in the DW rulebook was a bit sparse, giving about a page to every alien entry, but they gave an example of every level of enemy for the three forces they looked into (covering all the necessary bases for the Tau. Easy enough to work everything else out from what they gave there) giving some guidance on what "troops", "elites" and "masters" look like. Basically they are the guide to creating your own forces. You have a write up for Chaos Space Marines, and rank and file traitor guardsmen and cultists. Ok, they may be short on daemons but then they are not exactly common.
The Tau were never "goodytwoshoes" even with the original background. They were dynamic, optimistic and " good" in comparison to the Imperium and much of the rest of the galaxy. They were always aggressively expansionist. Yes, they would be happy to use diplomatic means to expand, and they didn't exterminate you solely for not being blue but they still wanted your territory and stuff (and believed it was theirs by right). They basically behaved like the European powers in the 19th century, a state which is much frowned upon nowadays (and they have a caste system!). The fact that such a power comes across as "pure as the driven snow" enhances the idea of what 40k is: ie the ultimate crapsack universe. Making them "grimdark" as the latest codex did just makes them... blah. They lost much of their distinctiveness.