Friday, 31 December 2010

Star Trek RPG

I was always really pleased with my quick 'n dirty D6 System conversion of Task Force Games' 'Prime Directive' core rulebook, that even used the book's own system and character sheet. It can be found in the free section of my website http://www.farsightgames.com/. It was simple and yet effective and, even though you'll need to locate extra rulebooks that are very old and out of print, it worked well.
This brings me to the original FASA game from waaaaaaay back in the midst of time, when hairspray was abundant and 18th century clothing and a white stripe across the nosebridge was the 'in' thing. Of course, I'm talking about the early 1980s.

The copy I have is the Games Workshop Second Edition printing. It was a great little system, percentile based, and the characters you could create were given depth by having them develop through applying to Star Fleet, going through Academy training and then active service. The final character was fleshed out and easy to play, and whilst the damage of weapons of the era (the Original Series) was slightly over the top (one hit disintegrations!) the system was pretty fluid and fun.
I created a character for this back in 1989 but never played him. I might give this game a stab at some point.

Friday, 17 December 2010

I now have the time to design again!

I’ve designed a few RPG systems in my time. Some worked well, some crashed in a spectacular fashion. I’ve always enjoyed designing and writing them, though.

I’ve had a mind to design yet another system but, to be honest, I didn’t want to create a whole new dice mechanic for people to (yet again) learn. This time I’m thinking of creating a system that doesn’t require a whole load of new rules and yet has much in common with existing games systems.

My first thought was a variation of the D6 system, which I love, and then maybe a version of the Warhammer Fantasy Roleplay rules, as used in WFRP 1st and 2nd Edition and the 40K games. I do like the percentile system, but at the same time I wanted to go even further back, to a system that held some nostalgie for me.

I’ve gone right back to the old D&D system and I’m looking at the old ways of doing things; 3D6 for stats, a D20 for task resolution, that kind of thing. The stats really are that – STATS. Strength, Toughness, Agility, Teaching and Social. It’s a cheap gimmick but, hey, it’s all embryonic at the moment. I’m looking to do a generic sci-fi game, a kind of D&D in space, but we’ll see. Early days yet.

Thursday, 16 December 2010

Why I'm shying away from complicated RPG systems

I began to hate complicated systems years ago when I had to spend six hours creating a character for Rolemaster under the watchful eye of the GM. When the game started I was killed in the first twenty minutes - I was backstabbed by the GMs fucking NPC assassin! All that time in character creation, wading through books and choices and complicated crap that would make no difference to the character anyway and I don't even get to experience the very reason why I'm in the hobby; playing an RPG.

After that I was loathe to spend any longer than half an hour in character creation. That spread on to the rules themselves. Now I just want simplicity. I want to be able to sit at the table for a four hour session and be able to have the characters ready in the first 30 minutes, spend the next 30 minutes making sure everyone is up to speed on the basics of the mechanics and then the next three hours playing an actual game. Then we're sorted for the campaign.

I don't want complicated character advancement, either. Got points to spend? Levelled up? Right, end of session, ten minutes to spend/choose. That's that, ready for the next game.

I'm over rules - I just want to play and be played!

Tuesday, 14 December 2010

BRAGGART review

BRAGGART – A game of heroes, lies and unfortunate fish.
So, the other day , While wearing nothing more than my boots and a smile... I got into a bar fight with... a party of drunken dwarves... and now barmaids all over town are unable to resist me!

What? Are you calling me a liar?

And so it goes with BRAGGART. A simple, fun and funny card game designed by Kyle Daniel and released through Spiral Galaxy Games. Imagine that your roleplaying characters have had a hard day’s adventuring and they all retire to the local tavern for a drink. As the beer flows their tales of derring-do get even more wild and outlandish, until they’re competing with each other for best boast. The more outlandish the boast the bigger the score but beware – being called out as a liar will not only reduce your points but also make you look foolish!

So how does this work? Well, before we get into that lets have a look at what you get in the game – a nice box with some excellent artwork which contains 120 full colour illustrated cards and a fold-out instruction manual. It’s very small, small enough to go in a coat pocket or in your bag with your gaming manuals. The artwork and the quality of the cards is great and it’s all done in the style of an old tavern with foaming tankards and wooden boards. It’s a lovely looking game, simple but well presented.

To play the game you’ll need 2-6 players (and it is one of those games where more players is better) and about half an hour to an hour. The manual suggests that the person who starts the game is decided in this way – ‘Argue amongst yourselves to determine who has performed the most impressive feat during their life. That player will start the game...’ After this real-life moment of bragging the game mechanics begin. The player starting the game is given a ‘My Round’ card. Each player is dealt four random cards. Each round consists of two phases: Draft and Boast. The Draft phase consists of placing as many cards as there are players on the table face up. The player with the ‘My Round’ card chooses what card they want first, followed by the other players going clockwise. The Boast Phase starts again with the starting player either going to the Bar or making a Boast (as you can see, the entire game is fashioned after drinking in a tavern – everything a player does is based around what people get up to in pubs). Going to the bar means you can draw another three cards, or you can make a Boast.

Ah , yes, the Boast. This is where the name of the game comes into play. You have four cards to play; 1 Scene, 1 Deed, 1 Foe and 1 Result. You can just play the Deed and Foe cards, if you want, but Scene and Result cards get you even more points. So, using the example at the beginning of the review, I played 1 Scene card (‘While wearing nothing more than my boots and a smile...’), followed by 1 Deed card (‘I got into a bar fight with...’), followed by 1 Foe card (‘a party of drunken dwarves...’), and topped off with 1 Result card (‘...and now barmaids all over town are unable to resist me!’). The cards total points, and the bigger the points the bigger the boast. There are 92 cards in total that are designed to follow on from each other; this enables players to string together all kinds of tall tales. Other players can play ‘Liar!’ cards and accuse you of making stuff up, enabling them to exchange one of your cards for something worth less and ruin your story. So, if another player had played a ‘Liar!’ card, they could have changed ‘...and now barmaids all over town are unable to resist me!’ to ‘...and then I hid in my house crying!’, losing me points and making me look foolish. There’s also Ploy cards to be played that enable players to take cards from other player’s hands.

So, during one game I’ve had such boasts as ‘In the Queen’s bedchamber... I was forced to pose for a portrait with... the foulest of all dragons... and now I’ve been offered the post of King’s champion!’, and ‘While using forbidden sorcery... I was captured and left at the mercy of... a tribe of peaceful fairies... and then I hid in my house crying!’. The first boast got me some points. The second one, not so much.

Players are encouraged to ‘roleplay’ their boaster and speak out their deeds as they are written on the cards, call out their played ‘Liar!’ cards and generally get into character. I’m a roleplayer and I’d love to do an evening’s gaming and round it off with a game of BRAGGART, and have our characters sat in the tavern swapping stories. After a day’s adventuring what better way to celebrate it than to go down the pub and boast about your exploits.

This is an excellent, fun little game that is great at helping to kill time before or after a session. It’s a great pick-up-and-play game that’s easy to get the hang of and is definitely better served by multiple players. Waiting for the night’s gaming session to start? Whack out BRAGGART and have a blast. On a long train journey? BRAGGART! Waiting in the airport? BRAGGART! At the convention, between games or having a break? BRAGGART! It’s great because it’s involving, enjoyable and incredibly portable. It’s great for roleplayers but is just as good for someone looking for a fun, quick game of something different. The boast combinations are genuinely funny and there are plenty of cards to make sure that they stay original and fresh, even if the same cards come up every few games. A downside may be similar combinations cropping up if the game is played regularly, with exploits becoming too much like a previous game and losing that original humourous punch. An expansion would be more than welcome, some kind of pack of extra cards to add more possibilities and wild boasts to the mix. There’s plenty of fun to be had with this game, mind you.

BRAGGART is well designed and well presented and fun to play, with excellent and atmospheric artwork that suits the game perfectly. Highly recommended.

You can find out more at www.spiralgalaxygames.co.uk

Tuesday, 23 November 2010

HARD SIXES CLOSING DOWN

It’s sad, but after an extremely short sortie into the gaming retail world we’ve decided to let the physical shop go and concentrate on a part-time online store.

We’ll really miss the place. We’ve met new people and made new friends and broadened our gaming horizons and social circle. There’s more gamers out there than you realise, and there’s plenty of younger people wanting to get in on the action. Honestly, it’s been real fun and we don’t regret giving it a go for a second.

So – as we’ll be gone in the next couple of weeks we’re having a sale, lots of money off most things, and we’ve got plenty of stuff here. RPGs, boardgames, cardgames, classic M:TG cards, some old Warhammer stuff, figures, collectibles, all kinds of stuff.

We hope to see you, so that you can say goodbye and get a bargain to boot!

Cheers!

Jonathan and Richard

Friday, 19 November 2010

Dark Roguewatch

Huh?

Look, I'm a busy man but I'm never to busy to bring life to my ideas. Something I've not done in a loooooong time is design a campaign. I've usually just designed a situation and then let the story grow organically by reacting to what the players are doing, kind of a sandbox setting but with a definite goal. Yes, I set the goal, I just don't define the path.

Right now I'm designing a massive Warhammer 40K Roleplaying campaign. Now that I have Deathwatch (*giggles uncontrollably*) I have the whole set. I was wondering what to run, but then hit on an idea; why not just run a campaign incorporating the whole three books? Start with Dark Heresy, where they uncover the threat. Then move on to Rogue Trader, where they seek the threat out. Then finish with Deathwatch, in which they deal with the threat. Three massive campaigns combined into one huge epic campaign. Of course, I've had make it about something pretty huge, and I've shied away from the 'Chaos/heretics/xenos are going to attack us en masse! As was prophesised! Or something!' I'm making it much more huge, Imperium-shattering as a whole. I'm not turning the setting up on it's head... that's up to the players to stop from happening.

Should be fun. I'm truly looking forward to running it. Now to start work on the Rogue Trader section...

Saturday, 23 October 2010

*Phew*

That was a tough month. Due to job situations I had to bring my three-year old son into the shop with me for four weeks. Now that his care has been sorted out I can get back to normal, with one major drawback. I really miss him. I've not been without Bruce for a month and now the shop is empty and quiet. What am I gonna do?

*sniff*

Anyway, apologies to all those (insane) people who follow my blog for not posting in a long while. I'm still here, Farsight Games and Hard Sixes is still going and things are pretty good. The shop is still establishing itself but I've come to realise something in the two-and-a-half months we've been open - it's insanely difficult to get new blood into the hobby.

I've run some demos for the yonger generation (10-14 years old) with the intention of getting them hooked but the attention span is not there. They simply do not want to invest the time into playing a game where there's a learning curve involved when they can simply turn on a computer or slap a disc into a console and get into the action straight away. How do you compete with that?

Well, I'm relying on the schools and colleges. There's a local college which does not have an established club, so I've given the players who attend the place some discount cards and told them if they create one and get new or exisiting players in I'll help support it. Last week I had a visit from a primary school teacher and her son and he's interested in the games, so I said that if they want to sort out an after-school trip to the shop I'll run some games for them for a couple of hours. There's also a local Comprehensive School (oh, sorry - we call them High Schools now, don't we?) but I'm finding that a lot more difficult to convince that tabletop gaming is a good idea, most likely because they're a bit older and a bit more established in the computer/console genre. I'm hoping to be surprised.

There's not a lot else I can do. I've had an advertisement go out in the local papers regarding the shop and the hobby, so I'm still waiting for feedback on that. I really want to get new players in to keep the hobby going. Don't get me wrong, my reasons aren't completely altruistic; I also need the customer base!

ADDITIONAL

Lichfield's ORC is being ressurected and we're looking to recruit. Games will take place at a yet to be determined location in Lichfield, Staffs on Thursday nights from 7:00 to 10:00. Any game accepted, but primarily our focus will be on tabeltop RPGs. Initial costs are looking at around £1.50 to £2.00 for members, +£1.00 for non-members. It will be a non-profit organisation, of course, and any monies left over will be spent on games decided on by club member vote.

We're also looking at a possible one-day convention next year at the Guild Hall in Lichfield, but these details are yet to be finalised.

Members of any clubs are be entitled to 10% discounts instore at Hard Sixes in Sutton Coldfield - www.hardsixes.moonfruit.com - with extra discounts and offers for members of LORC.

If you're interested then please register at our forum by going through the gateway site www.lorc.moonfruit.com. The more people who can make it the more chance I have of getting this club off the gorund.

Cheers!

Thursday, 30 September 2010

Actual conversation with 3-year old

What follows is a conversation I had with my 3 year old son when I put him to bed the other night. He wanted to talk, and when I asked about what he said 'ask me a question'. So I did.

Q: So, what do you do in the Imperium?
A: I'm a pilot.
Q: Really? Do you fly the Black Ships and take psykers to the Emperor?
A: Yeah. It's a big spaceship.
Q: What do the psykers say to you?
A: They say. 'what you doing, bumhead?'
Q: They call you bumhead?
A: Yeah, like this (squeaky voice) 'what you doing, you bumhead?'
Q: That's not nice. What do you say?
A: I say, 'be quiet! I'm trying to fly the spaceship!'
Q: How do you feel about delivering the psykers to the Emperor?
A: (pause) Erm... it's okay.
Q: Don't you like it?
A: No. I fly in the spaceship to the planet and I land and I have to fly away again because all the people are saying, 'go away, you bumhead'. And I fly away and they say, 'come back!' and I just fly and I go home.
Q: Is that because they call you a bumhead?
A: Yeah.
Q: It's not nice being called a bumhead, is it?
A: No.
Q: Do they always say it?
A: No, because I crash the spaceships on their heads and say, 'you bumheads!'
Q: Nice. But then you can't take them to the Emperor. Does he mind?
A: No, he laughs because I crash on them.
Q: The God Emperor laughs? He likes you?
A: Yeah. We play Postman Pat game.
Q: You play Postman Pat with the God Emperor of the Imperium, the protector of all mankind for ten thousand years?
A: Yeah. He cheats.
Q: Goodnight, Bruce.
A: Goodnight, dad. I love you.
Q: I love you. Sleep well, and dream of spaceships.
A: I will.

So there you have it. The God Emperor of mankind likes the Postman Pat game and cheats when he plays. You heard it here first.

Bruce is helping me out in the shop for the next four weeks so come and experience the wonders of the RPG toddler. Conversations never get boring.

Friday, 24 September 2010

My new project

After creating and reading some of the replys in this RPG.net thread, I've decided that a post-apocalyptic science fiction campaign should be my next setting. I won't just use a single world, though - I'm spreading it out across the entire galaxy.

Here's an intro taken from my book 'ALL FALL DOWN' - I'm basing it all on my setting for the story I wrote called 'VITALS'.

I cannot tell you what year it is, and that is the honest truth. We do not know for sure, but some people believe it to be the year nine thousand, two hundred and ten. How they came to that figure we do not know, but they seem comfortable with it. So we accept it.
I wish I could tell you what has happened to the human race over the last few thousand years. That is, accurately tell you. But we don’t fully know that, either. What I can tell you, and this is as concise as I can be so you will have to read the many datasheets we have on the subject, is this. And please know that even this is based upon data scattered across the Settled Systems.
About three or four hundred years after the Seedships left the Home System, which we believe was the year twenty-nine ninety-eight, yes? After they left, the whole Solar System was working towards a new goal. They apparently were satisfied that the Seedships would do their work and the future of the human race was secure, so they concentrated on creating a better life for themselves. This is conjecture, as we know that there was a long period of prosperity after the Seedship departure. The ability to travel the stars with new drives had become the reality, and instead of years the journeys were reduced to months. Mankind was outward bound.
In about a thousand years mankind had spread to the nearest stars, and had even come across the descendants of the Seedships on some worlds. These Seedships had had a long time to create their own civilizations and they were welcomed into the spread of the human race like lost children. From what we know, the first Earth Empire (as the scholars call it – if that was it’s real name we’ll probably never know) ruled many worlds in many systems.
The Empire lasted for nearly another thousand years. But then other colonies of the Seedships were found, and these people were… not so friendly. The aim of the Empire was to find the Seedship crews and bring them back into the human race, so to speak, but some of these colonies did not want to be ruled by an Earth they considered two thousand years dead. Words turned into arguments. Arguments turned into conflict. Wars started.
The Empire fractured as worlds realised that they did not need the support of the old Home System. Civil war began in many places as planets fought for independence. The Earth Empire, desperately trying to hold itself together, fought on a dozen different fronts. Then, the Great Crime occurred.
We’re not sure what the Great Crime was, but it appears that something happened to Earth’s sun. It erupted. Whether through some kind of intentional interference, a natural occurrence or even technology gone wrong, the sun exploded. We’ll never know why, truth be told. The home of the human race was wiped out, and everything we had ever learned and built on that long dead world was destroyed.
The wars continued as every system blamed the other for the destruction of the Home System. Hundreds of years passed. With the old drive technology it took a long time for fighting ships to find and reach each other, and even with reduced time dilation in effect it sometimes took years of real time for battles to finally occur, which was most likely why the war lasted so long. It wasn’t until the invention of the magdrive and the Hypercom Network that people realised that the war was futile. They were fighting the battles of their dead great-grandfathers.
The Hypercom was a massive network of data that linked all the settled worlds together, a huge datanet that penetrated small artificial wormholes for instant communication to distant stars. It transformed the colonies, now that mankind could actually talk to each other directly. It was all under the control of the first true Artificial Intelligence. Not an AI like a Seedship’s AI ball, which is a downloaded personality from a human being’s brain, but a true AI, born from an electronic network and, basically, kept alive by the Hypercom. It was as if the Hypercom Network was the brain of the thing. It was, apparently, the thing that saved mankind from total destruction.
I wish I could give you more details as to why that was, and on how it truly worked, but we don’t know that.
The AI was so successful that any information on anything at all could be downloaded as fast as thought. Technological advances increased in leaps. The future of the human race was secure. There was nothing the AI could not do. It became so successful that the human race depended on it for everything. I mean everything. Even the basics of life, such as schooling and working for a living, became obsolete. What was the point of schools if the knowledge you needed could be downloaded in seconds? There was literally nothing for the human race to do – the AI controlled it all, did it all, worked it all out. In short, the human race became complacent, lazy. The AI was the New God of the Settled Systems. This went on for hundreds of years.
So, it must have come as a huge shock when it all collapsed. We do not know why that happened. The AI shut down, was destroyed, malfunctioned, sabotaged… it just stopped. There was no communication. No knowledge. No advances in technical science that the human race had come to depend on. Without the AI, everything collapsed. Can you imagine it? Human beings staggering around as if their brains had been cut out, not knowing what to do without the AI’s guidance, not knowing where to go, how to live. The whole of mankind was virtually wiped out because they were almost too stupid to do things for themselves. Complete dependence on an information network had reduced them to virtual simpletons.
Billions died. Cut off from their sources of food and aid from other worlds that had always been shipped to them by automated starships controlled by the AI, not knowing how to treat medical emergencies, technical breakdowns and mass suicides. Wars. Famines. Pestilence. Basically, it was almost the end of the human race.
The Collapse, as we call it now, was almost a thousand years ago from what we can gather. In that time a lot of things have happened.
Of course, there were many humans who still filled their lives with knowledge and some kind of work, and these people led the remnants of the human race into the future, as best they could. They relearned how to fly starships, how to fend for themselves. A lot of the know-how was lost, however. Ships and communities rotted as things broke down. The part of the human race that you see around you now pretty much depends on old tech and scavenging to keep going. Everything around us is decaying and collapsing. Some bore the brunt of the Collapse and others… well, they were forced to change to adapt. The human race splintered, some kept themselves away from the resurgence of technology, afraid to become dependant on it again. Others did what they could to regain the lost days of old. Others tried… new ways. None of us have been completely successful. Under it all there’s a sense of rot, a sense of another impending implosion, and it’s all we can do to keep going. A lot of this tech you see about you… well, if it broke down now there’s not one of us on this ship that could fix it. We’d have to jump from star to star to find someone who might be able to help us. The three ships you saw in the docking bay are old Grim Strike Gunboats. We took them from the warship that attacked your Seedship. We’re trying to fix them up as best we can so that we can use them ourselves, scrapping what can’t be used on the Gunboats and later we’ll see if we can integrate the scrap into our ship. If we’re lucky we’ll have two of those ships operational. And we’re supposed to be the peak of current technological achievement out of the whole of the human race!
Where was I? Oh, yes, the splintering of the human race. Well, everyone reacted to the Collapse in different ways.
We’re the Aspirationists. We believe that we can regain what we lost, get past this rot and once again look to the future. It’s hard – we’ve only just begun to properly turn ore into usable tools and parts for ships. That’s what’s down on the surface of Perrox, the world we’re over, why there’s so much activity here. On the surface is our first fully working mine. We want the human race to be as it was during the rule of the AI but without the dependence on a single entity. That’s where we feel the human race went wrong. We were at peace, we were moving amongst the stars, but we were lazy and weak. It almost killed us.
The Grims are just that; they’re grim. They come from worlds where the population fell on each other to survive and out of that was born a savage civilization dependant on death and theft. That’s their future – violence and hate, even for themselves, like they know they are lost but lack the willpower to do anything about it. Don’t get me wrong, they’re not stupid, but they have different morals to the rest of us.
The Peacefuls are those who have shunned tech and live on worlds where they can use the natural order of things to survive. They’re quiet and hard working and they don’t bother anyone. They’re not happy when a starship lands on their worlds but they are good traders. They’re where we get a lot of our supplies.
The Roamers… well, they roam. They pretty much stay in space for the entirety of their lives, moving from place to place in great starships and trading what they can to stay afloat in this galaxy. They’re a great source of supplies but they will do what they can to get the better deal and they spend a lot of time scavenging dead ships and settlements.
There are a lot of different groups but these are the larger ones, and then… well, then there is the New Church of the Dead Gods.

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.