New DW bestiary.

By Shadow Walker, in Deathwatch

Really, cause Deathwatch is probably the one that needed a cohesive setting the most. Otherwise it just so easy for it to degenerate in to a bunch of marines running around doing random missions against whatever foe the GM feels like throwing at you.

As for keeping Jericho next to the Calixis Sector and Koronus Expanse, why I would have thought the answer was blindingly, retardedly easy to notice, obvious. So people playing X can jump the setting over to Y whenever they feel like (DH to DW, DW to RT, DW to BC, etc.) and back again, as the needs of the story allow and mad plans of the players require. Hell running to Koronus or Jericho is one of the options I plan to present to my players late in their DH campaign. That's plenty of gain. Not to mention tieing the settings altogether allow you to not only shuffle players from one area to another, but also tie together things. The Calixian Inquisition, while hardly powerful out in the wilderness space of the Reach, is certainly going to have interests and concerns for what's going on there. Perhaps that's where your players trace the source of a gang of cold trade smugglers back to? Maybe you're investigating rising heresy amongst veteran imperial guard units, and discover that all of them have come back from the 'Margin' (Achillus) Crusade. What if your Deathwatch team learns that a fleet of Orks discovered the warp gate, on their way to attack the Calixis sector, and travelled through it to instead wreak havok behind Impeerial Lines? There is plenty to be gained from tieing Jericho to the others.

Having them just wander the galaxy is the idea that's unfeasible. It's too large for a lot of long distance travel to be feasible (just look at the travel times in Rogue Trader), not to mention the game would effectively become RT with Space Marines. Setting info would have to emerge somewhere too, as you can't expect a GM to make up every single **** planet that they'd have to stop on for a mission, which works better when those planets are part of a cohesive setting rather than floating out on their own in the void (pun intended) just because you had to make the game take place in the whole galaxy instead of having some focus. And as for the war, well you're wrong on a few counts, the first being that it's one of the greatest parts of the setting because war is what Space Marines do, even the ones seconded to the Deathwatch. It's their entire reason for existing. And it doesn't overshadow the Omega Vault, because that already is the main focus of the game and setting. The Crusade is just a thing that's happening, it's in the way, and it can be up to you and your fellow Space Marines, the Kill-Team, the players! Whether it falls or succeeds. Because even though it's a massive military undertaking that involves billions of soldiers and more resources than can possibly be imagined, it's still not as important as the Omega Vault and the mission that the Deathwatch have been tasked with. People sometimes forget this because the vault has been left so mysterious on purpose, so that players and GM's can plug in whatever theories they want for the horrible menace to be.

Arguyle said:

you misinterpret my words. i think ONLY being able to use the preset means your probably a bad gm. no i dont forget how spare the write ups are( also was specific in edition) i have the books next to my computer, half of the fun of the dnd system(for a gm) was creating you own take on it to tell your story and too much background doesnt leave you enough to work with. WH40k has a lot of preset history that TT'ers would be insluted if you left out so its included to beef up the entries. as for "its only one book" isnt that the point? we want MORE books in this line that cover the races out of line setting but in the global setting tuned for the level of DW play? Motx i actually liked... kinda. my beef was the 1/2 assed approach to orks im of the do it or dont opinion and to give something id call an incomplete showing for an adventure is lacking. i would have rather had some more of something in setting than a partial glimpse at something out of setting a direction to another book.
if they wanted to do monster manuals perhaphs they could do one for each fluff/TT faction? and one for other/misc? in such a book you could find every creature, vehicle, and peice of gear that faction has access too along with some adventure hooks back story and maybe a sample adventure in like 200 pages.this i would buy and hell thats like seven books if you covered all the codexs from TT without having subdivision codexs seperate.

Well that I can agree with for the most part.

And I'd love to see more books along the lines of MotX too. Though I don't think we're going to get something that's entirely divorced from the current setting. Luckily it's not difficult to shoehorn in more Orks and Eldar (of whatever type) into the Jericho Reach, if they put out another book. Those two races are, or can get everywhere, just about everywhere. Just tack on a note that they're the minor players in the setting. They'd still end up with less attention than the main adversaries, but I hardly think they'll leave them unsupported.

And as for the adventures.. eh, I just wish they'd stop including them in as many books.

But doing individual books for every xenos isn't the answer, because we've all had those moments where we're sitting there, chomping at the bit, because we're waiting for the Codex for our favourite faction to come out. It'd be virtually the same with the monster books, you can't publish them all at once. Plus, after a point you'd start filling the books up with utterly superfluous information, with 150-ish pages to a faction. But books with multiple factions, certainly.

Blood Pact said:

Arguyle said:

you misinterpret my words. i think ONLY being able to use the preset means your probably a bad gm. no i dont forget how spare the write ups are( also was specific in edition) i have the books next to my computer, half of the fun of the dnd system(for a gm) was creating you own take on it to tell your story and too much background doesnt leave you enough to work with. WH40k has a lot of preset history that TT'ers would be insluted if you left out so its included to beef up the entries. as for "its only one book" isnt that the point? we want MORE books in this line that cover the races out of line setting but in the global setting tuned for the level of DW play? Motx i actually liked... kinda. my beef was the 1/2 assed approach to orks im of the do it or dont opinion and to give something id call an incomplete showing for an adventure is lacking. i would have rather had some more of something in setting than a partial glimpse at something out of setting a direction to another book.
if they wanted to do monster manuals perhaphs they could do one for each fluff/TT faction? and one for other/misc? in such a book you could find every creature, vehicle, and peice of gear that faction has access too along with some adventure hooks back story and maybe a sample adventure in like 200 pages.this i would buy and hell thats like seven books if you covered all the codexs from TT without having subdivision codexs seperate.

Well that I can agree with for the most part.

And I'd love to see more books along the lines of MotX too. Though I don't think we're going to get something that's entirely divorced from the current setting. Luckily it's not difficult to shoehorn in more Orks and Eldar (of whatever type) into the Jericho Reach, if they put out another book. Those two races are, or can get everywhere, just about everywhere. Just tack on a note that they're the minor players in the setting. They'd still end up with less attention than the main adversaries, but I hardly think they'll leave them unsupported.

And as for the adventures.. eh, I just wish they'd stop including them in as many books.

But doing individual books for every xenos isn't the answer, because we've all had those moments where we're sitting there, chomping at the bit, because we're waiting for the Codex for our favourite faction to come out. It'd be virtually the same with the monster books, you can't publish them all at once. Plus, after a point you'd start filling the books up with utterly superfluous information, with 150-ish pages to a faction. But books with multiple factions, certainly.


i actually like the adventures theyre good filler for when you have a stressfull week and dont get any writing done, also writers block. As for shoe horning thats actually what i want to prevent. I dont want a micro cosim in the setting i want the stats so i can play outside it. they have a good passable gig going and its fine but if you have a table full of eldar and ork TT'ers they want to smash their race into the ground or see it give them a run for the emperors money.
Isnt absurd amounts of information the general beef with the DnD monster manuals? more correctly the lack there of? I think its more like 100 pages a faction with an adventure in or out of setting and that should cover everything in a TT codex , forge world model and Fantasy Flight creation. You could also outline some of the "major players" in the faction, their sociteys make up their star charts and planetary holdings just flesh the greater setting as a whole out.