Hey all,
I'm currently running a weekly Deathwatch game and I'm worried it's going to go the way of its predecessors, namely: me being bored with running the game because of the game's inherent single-mindedness and my players' lack of interest in subverting this singlemindedness.
Namely, to begin, a comparison of the premise/main mechanics of the other FFG40k systems.
Dark Heresy: Inquisitorial acolytes//investigation, undercover operations, rooting out heresy
Rogue Trader: eponymous//social and economic domination, ship-to-ship combat, exploration, politics
Black Crusade: fallen to Chaos//subverting Imperial order, converting people, gaining personal power
Only War: Imperial Guard//fighting as a member of non-superhuman squads, human drama
My biggest issue with Deathwatch seems to be its combat focus. Every 40k RPG includes combat mechanics (for good reason) but I feel like the other systems, especially DH/RT focus equally on social/investigation and puzzle-type "missions." Whereas the whole point of Deathwatch is finding the enemy and killing them dead.
This isn't to say there is not a myriad of creative, fun ways to run/play Deathwatch that might incorporate any number of tactics for the creative-minded Kill-Team. More, my issues with the game stem from the extremely combat-centric premise. I do wonder how many people actually enjoy this game, because it LOOKS like it could be fun but in practice I rarely find shuffling from combat to combat anything but tedious.
Part of the issue is my players want to focus on the combat. The last mission I ran for them was the first module from The Emperor Protects, which attempts to push the Kill-Team to behave like diplomats, investigate some disappeared people and resolve the situation so a planet decides to assist the Achilus Crusade.
About half my players are very setting-savvy and have experience with DH, RT, etc. These were the same players who were extremely critical of these mission parameters, calling them "acolytes' work." In their mind, the job of DW Space Marines is not to go make nice with semi-superhuman primitives or respect their customs in order to uncover the planet's unpleasant secret and purge it. Their job is simply to purge it, after receiving intel from a DH-esque team of Inquisitorial acolytes. They did not like the fact that the module set up exactly why an acolyte/IG Intel team could not do the "legwork" for them. While they ultimately enjoyed how the module went, the complaints I got about the investigation and social-centric aspects of the module were near-constant.
So Deathwatch seems to be effectively the RPG to indulge one's murderboner. It's certainly not the only RPG that features ultraviolence (nor do its extensive and clunky mechanics remotely facilitate speedy and fun combat) but in every other violence-oriented RPG I have either run or played (L5R, Shadowrun, Dark Heresy, Werewolf) have I ever experienced a game premise where the violence was not a means to an end or even one of several methods possible to complete a mission, but the end objective of the game itself.
I can see where this could be fun for players. Show up once a week, have a well-thought-out space monk (or not - DW hardly penalizes your character for being a brainless cookie-cutter Chapter-stereotype, or at least the modules I have seen don't care if your Fel is 32). I have actually had a lot of fun playing small amounts of DW, trying to play interesting characters. Certainly the GMs I've played with (and myself as GM) try to play up the massive awe that Imperial characters express when meeting or seeing a Space Marine.
This isn't my issue, though, my issue is how the system originates from a point where it's not only OK but reasonable for my players to say "this investigation and social-dealing scene is acolyte-level ****, when do we get to shoot some genestealers?"
I guess my problem is, I don't understand how I as a GM can get satisfaction from a game when many of the DW games I've GMed or even play in start and end at combat dice rolls. I use roll20 and anyone who has knows it can take time to set up maps and player/NPC tokens for combats. That there are few true scenes for non-combat is the problem as well here - a couple hours of map-making to be used in a couple hours of one combat scene.
Maybe I'm fed up and bored, or maybe my GMing preferences are telling me I should run Rogue Trader or Edge of the Empire - games where violence is presumed but not expected to occur 3-4 times per session, where the player characters are expected to have some kind of non-combat savvy and don't see it as either beneath them or outside the in-setting scope of their characters.
For me, I sort of just feel like a failure for very much wanting to call this newest game quits, even though my players are enjoying the plot twists I've injected into some of the models immensely, I am just ******* sick of running 4 combats per night. No matter how clever the players are, running that much combat is just very boring to me, but we're playing a game that focuses heavily on those mechanics. Needless to say I get very little enjoyment out of that.
So, a lot of that was venting. Some of it was an indictment. And finally I'm asking other GMs: what do you do to keep it fun? What do you do to make it more than just combat, or to break player expectations that combat is the be-all, end-all to DW? What do you do when your players aren't that interested in being tactical, knowing that the back and forth volleys will end up favoring them in the end? I am sad because my current player crop has made some amazing characters, I'm just so fed up with the endless combat slog that I can't enjoy them.