Wednesday, 22 September 2010

DEATHWATCH review

DEATHWATCH is the newest Warhammer 40K Roleplaying game from Fantasy Flight Games, taking players into a whole new realm in the ‘Grim Darkness of the 41st Millenium’. Following on from their succesful DARK HERESY and ROGUE TRADER titles, DEATHWATCH now gives players the chance to play the super-soldiers of the Imperium: the Space Marines.

The premise is at once simple and clever. Instead of having the players sitting about the table discussing which one of their favourite Adeptus Astartes chapters they should be fighting in (and you are given six to choose from in the rulebook, but there’s nothing stopping you from adding others, or even your own), DEATHWATCH allows for them to choose their chapter. You see, each of the Space Marines has been hand picked to serve in ‘Kill-teams’, special squads of marines that are sent on small and difficult missions for the Imperium. So, instead of playing one of many marines in a chapter, you get to play a unique marine in a squad of many. Good start, and a great premise for a game.

So, I’ll give you a brief overview of the book. The system is the one you know from playing DARK HERESY and ROGUE TRADER so there is very little change in how the game work, except that these characters will be far more powerful than the PCs from the previous two games. It’s simple enough - a percentage-based system (roll less than your percentage in the skill to succeed) and it uses only two D10s for the roll. Specialities and Talents decide the abilities and skills of the marine you play and helps define your role in the Kill-team. There’s a long section on armour and weapons (including Terminator armour! Yay!) which gives you plenty of toys to play with, followed by a Psychic Powers section so you can play a Librarian and get busy with the mind tricks. And melting.. The Playing The Game section lays out the rules, whilst the Combat chapter gets to the nitty gritty of the game and gives you plenty of options to play with, including plenty of tactical options and critical tables. Following the Game Master section, which has plenty of good advice on how to run a DEATHWATCH game, is a chapter about the Imperium that goes into a lot of detail (including a lovely full-colour map of the galaxy). The book is rounded out by a chapter about the Deathwatch and it’s beginnings and credo, a description of the area of space the players will be thrust into, The Jericho Reach, a decent Adverseries section detailing the foes of the Imperium (including a section about playing ‘hordes’, in which GMs can create great groups of creatures/enemies and roll them as a single group, so the PCs can cut a swathe through dozens of enemies without having to roll for every single one of them) and an adventure, Extraction.

Now, as this is a capsule review I have primarily read the background and roleplaying possibilities that this book offers. To be fair, I had my doubts about the game as a whole. You see, to me the best of the WH40K Roleplaying games up to yet was ROGUE TRADER. I was concerned that a game where you spend your time purging and cleansing for the Emperor would get old and leave little space for roleplaying. While I did feel a little restricted by DARK HERESY (and was kind of upset that I felt I was playing second fiddle to an NPC Inquisitor in the original game), ROGUE TRADER changed my view somewhat. Shady deals outside the Imperium? Characters with depth, history, family bloodlines and mostly personal reasons why they were travelling the stars? Give me some of that! Now, with DEATHWATCH, the same doubts returned. Space Marines are about as two dimensional as you can get – WAR FOR THE EMPEROR! and all that entails. How could you possibly make a playable character out of that? I already had images in my head of running a game:

What do you want to do?’
KILL FOR THE EMPEROR!
‘Okay, so you head into the town. You see a man standing...’
KILL HIM IN THE NAME OF THE EMPEROR!
‘There’s a small starship sat on the landing pad. You see people inside.’
Okay, I’ll approach the vessel and introduce myself.
‘What do you say?’
DIE IN THE NAME OF THE EMPEROR!

Ad nauseum.

The DEATHWATCH rulebook handles this very well. There are entire sections on how to define your marine’s personality. It gives you options as to your heritage, allows you to choose what kind of world you heralded from and what kind of background/upbringing you had that lead you to becoming a Space Marine, to be surgically and genetically altered and enhanced to become one of the Emperor’s finest. You could have been a hiver or a noble, a savage or a religious knight... there was a reason you were selected for the Space Marines. Of course, your indocrination and training will make you think the Space Marine way but these details about your past help to define the small things about your character. The ideas don’t stop there – why were you selected for Deathwatch? What does such a posting mean to you? What do you desire, what do you hate? These questions help define each Space Marine as a singular character instead of being a cardbord cutout, a production line soldier who cares very little about anything other than purging and cleansing for the Emperor. These questions do make you think about your marine and why he does the things he does. In some ways it even makes you question if they actually want to do this! That way of thinking could lead to traitorous thoughts, but what a game that would make!

DEATHWATCH has done something very clever, something I’ve not seen done with Space Marines (and I’ve not read any of the novelisations so I don’t know how they handled it). They lifted the Space Marines out of their chapters, where they would be expected to act in a certain way and think as their battle-brothers do, and put them in a slightly fish-out-of-water scenario. They’ve been teamed up with marines of other chapters, marines who may do things differently, have different levels of piety or have traditions totally different to them. This could cause animosity, distrust, competition, even outright hate. As the game progresses these relationships either simmer, improve or deteriorate. Either way, that could make for some great roleplaying and that’s what I want out of a game.

All in all it’s a very impressive book. Weighing in at more than 400 pages, the hardcover book is filled with the usual high-quality full-colour artwork and beautifully laid-out glossy pages. It’s an impressive book and looks wonderful on the shelf next to DARK HERESY and ROGUE TRADER.

What didn’t I like about the book? Well, there’s plenty of material in here to keep you in games for a long time but expansions will no doubt be needed if you don’t want to create your own material. You can easily use DARK HERESY and ROGUE TRADER material to fill out your games, that’s the plus of the whole product line, but you will find that they are underpowered against the Space Marines and they’ll need tweaking. The Adversaries section could have been longer, with a few more baddies to mow down, but it works just fine. But, come on, no Orks? No Eldar? You get Chaos, Tau and Tyranids, and a few non-player characters I suppose you could use as bad guys. If you don’t have the previous RPGs and their supplements and DEATHWATCH is your first buy you might feel a little let down, as the amount of weapons you get to use is slightly ruined by the lack of bad guys to use them on.

As a fan of the Warhammer Roleplay worlds and a player of the ROGUE TRADER RPG this book mightily impressed me, even if I felt that the book could have done with more material regarding the things the Space Marines go up against. But, not only does it open a whole new area of the WH40K game world to roleplay in, I've also got the perfect material to make my ROGUE TRADER players nervous when they're instructed to transport DEATHWATCH Space Marines across the Imperium! An excellent addition to the WH40K Roleplay range.

Monday, 20 September 2010

A podcast? Is it worth it?

I've recently come into the possession of some software to record and edit some short MP3 tracks, but I'm not sure what to do with it. I've considered doing my own podcast with my wife who also has a passion for all things nerdy. We disagree on many things sci-fi and fantasy and I thought it'd be funny to hear a husband and wife having a heated debate on geek stuff. I was going to call it 'DOMESTIC!' and make it a bi-weekly thing.

But is it worth it? There are plenty of other and more worthy podcasts out there so will another one really add anything to the mix, other than the gimmick of it being a married couple at loggerheads?

I'm not sure. I might just give it a go to see if it'd be any fun.

Thursday, 16 September 2010

How can I be taken seriously ever again? *weeps*

The thing with running my own games shop is the fact that I've restricted myself as regards to what I can and cannot say about games that I like or dislike.

If sit here and write a thousand word essay on why I think the new game 'The Fantasy Adventurer Player's Guide To The World Of Pibblypong' utterly sucks then I can pretty much forget about selling it - gamers will read it, see the link and then say 'hold on... he owns a games shop and even he says it sucks like a turbo Hoover... I ain't getting that!'

Alternatively, if I say the new game 'Dead Horrible Misunderstood Bad Guys: The Fleecing Second Edition' is probably the best game on the shelves and that every discerning gamer should own a copy, readers will read it and say, 'Hold on... this guy runs his own gaming shop... of course he's going to say how great it is so that we buy it! Well, I'm not falling for it!'

Rock and a hard place, I reckon. Have I, in my new capacity as a gaming store owner, managed to muzzle myself on my gaming opinions? I love talking about what games I like and dislike, about what games excite me and what I find wrong with them. Now, it appears, that might not be the best thing to do on a public forum, unless I create a whole new blog under a new identity but that kind of defeats the purpose; I want people to know it was me who voiced those opinions otherwise it's not really worth it.

Most of the blog posts I've made since July have been in reference to the Hard Sixes shop so it's already obvious that I'm mostly using this blog as a forum for advertising my store and my wares. That in itself reduces my credibility as far as balanced and fair views of the games I like. Of course, I'm going to be reluctant to bash a game that I'm stocking because I want people to buy it. It appears my critical days are over. *sniff* I'll have to stick to opinions on the gaming hobby, I suppose.

Saying that, Deathwatch is fricking awesome!

Wednesday, 15 September 2010

Ooooh, where have I been? Reading Deathwatch and D&D Essentials, that's where!

The Hard Sixes website has been given a facelift and looks super duper. Click on the big link to the right to get there. Props goes to my wonderful wife Lisa who designed and created the website, so well done to you, wifey. What a perfect life I have in which I have a wife who plays MMOs with me, is gearing up for a Dragon Age RPG game and designs nerd websites. Love ya lots.

I've finally got my hands on two things - firstly, I've been reading through D&D Essentials Starter Set. Now, if you want to introduce someone to the hobby then get them a copy of this. It's excellent, and has everything they need to play D&D 4th. It'll only take them up to level 3, sure, but the low price and all the dice, cards and info you get is more than worth it. I'm very impressed.

I also got my hands on the Deathwatch RPG. I'll sum it up in one simple sentence: I get to play a Terminator Marine.

That's all you need to know. Beautiful book.

I'm hoping to start running a Dragon Age RPG game for my Dragon Age CRPG loving wife very soon, so looking forward to that. Our GM is finally starting his Pathfinder game and I'm excited about playing my new Ranger, and I've had some wonderful ideas for a Warhammer FRPG 1st Edition game thanks to the art book of the Warhammer Online Collector's Edition. And I have my own shop! It's a great time to be a roleplayer!

Thursday, 2 September 2010

Hard Sixes Saturday Madness Update

Just a quick note on the Fighting Fantasy competition game for Hard Sixes Saturday Madness on Saturday 4th September:

Rules will be as per the standard Fighting Fantasy gamebooks, with players creating standard adventurers. Players will roll randomly for their scores, but if they do not like their first character’s scores they may roll again, but they must keep their second character. The whole character must be rolled, not individual scores.

There will be no magic users (yet!) and there will be a slight tweak to the combat system – instead of both combatants rolling 2D6 and the highest one wins, one player rolls first and the other has to beat their SKILL+2D6 score with their own SKILL+2D6 roll. Initiative will be determined by highest SKILL+2D6 roll.

Depending on how many take part , I will be running small 4-player games in up to two dungeon encounters that will last about 30 minutes. The winners will be:

- Those who survive
- If all players die/more than one player survives, the winner is who scored the most amount of hit points on enemies

If any players tie, then they have to duel. If there is more than one group to game, the winners of each group play in a final encounter.

Standard SKILL, STAMINA and LUCK rules apply, but if a winning player goes on to the next round/final they can reset their SKILL and STAMINA scores but not their LUCK.

For more info on the Fighting Fantasy rules, click here. There’s more than one page and all the rules are there (ignore the FEAR and MAGIC rules).

Games begin at 12:30pm. The winner gets a copy of the FREELOADER game from Cheapass Games and a spiffing trophy!*

Any questions, email: hardsixes (at) gmail.com

Happy adventuring, and may your stamina never fail!

*Possibly not as spiffing as I'm making it out to be

Wednesday, 1 September 2010

Hard Sixes Saturday Madness - save up to 20%!

SATURDAY MADNESS

Got a gaming club membership card? Got a Hard Sixes Club Discount membership card? Even if you haven’t we can sort you out on the day - get down to Hard Sixes in Sutton Coldfield and claim up to 20% discount on selected goods in the shop for one day only: Saturday 4th September.

We’ve got a gaming table so come on down and bring your decks, boardgames, sit in on a classic Fighting Fantasy competition game (simple rules rule!) to win a copy of the game Freeloader, and take part in the raffle to win a copy of Savage Worlds Explorer’s Edition. There’s cafes aplenty around here so there’s plenty of places to get something to eat and drink.

If you know someone who’s interested in getting into roleplaying games then bring them along – we do RPG workshops where new gamers can learn, experience and enjoy the magic of tabletop roleplaying games.

There’s plenty of bargains to be had so make a note – Saturday 4th September. Hard Sixes, 10:00am to 5:00pm.

HARD SIXES - The Gaming Store
Units 42-43 Inshops (Sutton Market)
65 South Parade
Sutton Coldfield
Staffs
B72 1QU
0121 354 8600
hardsixes@gmail.com

Tuesday, 24 August 2010

Tuesday, 17 August 2010

Hard Sixes - Advertising and club discount scheme

This is something I've been pushing today, getting in touch with local clubs. To be honest, it's not just for local clubs - anyone who is even just visiting the area and has their membership card with them is entitled. Good for sales, good for the RPG community. Below is the blurb I'm using:

'As we’ve just opened and we’re looking to support local gaming clubs as best we can, we'd like to extend an offer to clubs and it's members - buy anything in the shop and get a 10% discount as long as you have your club membership card with you. This offer extends to all members of all clubs and covers all the products in the shop. It does not apply to purchases on the website or Ebay.

We're at HARD SIXES, Units 42-43 Inshops, 65 South Parade, Sutton Coldfield, Staffordshire, B72 1QU, Tel. 0121 354 8600 for more information. Where we are is also known as Sutton Market, and when you walk in through the main doors, go on until the first 'crossroads' and turn right - we're just down there.'

I'm also advertising in the local rags the benefits of RPGs, and the fact that I'm putting on game demonstrations for people who are interested in getting in to the hobby. I'm hoping it'll attract some if not a lot of attention. Below is the mock-up for the advert:

Tuesday, 10 August 2010

HARD SIXES - The shop is now open and doing business

Well, it's all go now. There's no more planning or building to do. The shop is open and running smoothly, and we're doing business.

Here's the shop as it looks at the moment - we're hoping to be putting more on the outside in the form of posters and advertising.


The interior is now packed with stuff old and new, and we've even managed to get a gaming table and chairs in there with plenty of room to spare!


And here's a picture of our first customer Jason, who bought the Pathfinder core rulebook from us. He kindly agreed to strike a silly pose for a picture.

Yesterday I did my first RPG demo with new players who were very interested in bringing their friends down to have a go, and as such I've got more booked for next week. They're just simple half-hour to and hpur long sessions to show the basics and it really works. Here's to some more in the future.

We've got a dedicated website at www.hardsixes.co.uk and an Ebay shop slowly building.

Man. This feels good.

Monday, 2 August 2010

HARD SIXES - New Gaming Shop Opening

Make a note in your diaries. Tattoo it on your body. Scream it from the rooftops.

Hard Sixes is open for business.

Our official opening date is Saturday 7th August, but we're open now. Boardgames, Wargames, Roleplaying games... if the game needs your imagination, we'll be doing it. It's our goal to not only cater for the exisiting gamer but to actively try and bring fresh blood into the hobby. We want more people sitting around more tables playing more games. We'll be planning events, attending shows and promoting the social, educational, creative and entertaining nature of the products we'll be selling.

So, if you're in the area (being overseas is no excuse!) get yourself down to:

HARD SIXES
Units 42-43 Inshops
65 South Parade
Sutton Coldfield
B72 1QU
United Kingdom


Tell your family. Tell your friends. Tell them to tell their friends. Hell, tell them to tell people they don't even know. Even people they don't like. Tell everyone.

I'll be there. Waiting. Don't let me down. I'm lonely.