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New Deathwatch Designer Diary: Chapters of the Deathwatch, Part 6


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#1 FFG Ross Watson

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Posted 30 April 2010 - 03:54 AM

Greetings Deathwatch Fans!

Today I have a special designer diary to share with you, announcing the all-new Space Marine Chapter for the Deathwatch RPG: The Storm Wardens! Enjoy!



#2 nastybutler

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Posted 30 April 2010 - 04:15 AM

I have to admit, I kind of like the new chapter.  They have a good base to start with.  The mystery of what happened to them does allow for allot of RPing and STing avenues.  They give you a chapter that focuses on debating.  I never thought I would see one that comes out and says it like that.  Very good idea.  I like the color scheme allot, though the white hands do remind me of Michael Jackson a bit. 



#3 Malefic Sorcerer

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Posted 30 April 2010 - 04:33 AM

 

 

 

No, seriously.

I really liked this DW diary best thus far. At least something new and refreshing. DW has sparked my interest again now.

 

 

 

 



#4 The Wyzard

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Posted 30 April 2010 - 05:09 AM

The writing irked me in a few places, but overall they look like a pretty decent chapter.  Kudos on that. 

 

I'm still going to play a Black Templar Librarian, though.



#5 Adam France

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Posted 30 April 2010 - 06:28 AM

Hm, if this was a fanmade Chapter I wouldn't comment about it, however as it's one of the 6 pc Chapters ... I have to say I'm not overly impressed.

First off the general concept's good; ie a border based Chapter, that traditionally campaigns along the edges of the Halo Stars Warp Storms. 

There are some other okay ideas in there too, debating-philosophers, lovers and keepers of secrets, etc.

However, my overall reaction upon reading the DD was 'meh'. Perhaps it's just worded rather drily, but it's certainly not helped by a dull 'job-description' Chapter name, a lazy White Scars rip-off Chapter badge, and a dull Ultramarines-alike colour scheme. It all just feels a bit flat and dull to me.

There are some points which seem borrowed from other Chapters, and their standoffishness seems yet another problem to integration into a DW team.

Nice that Ross mentions he had fun creating the Chapter, shame we won't share that opportunity for fun for some time, due to the lack of rules to do so in the corebook. 



#6 Rictus

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Posted 30 April 2010 - 07:47 AM

So at last the six are identified...

Curiously the fluff in the DD seems average (heard it before), chapter records go missing during during the Age of Apostacy, rreputedly insular and reclusive (a la Dark Angels), yet tactically inclined and what accounts exist of their endeavours purport to clashes with xenos (again similar to the Ultramarines). Colour scheme comes across as almost bland (similar to Ultramarines) - yet next to the other chapters I find them an acceptable addition.

Saying that the chapters were not the most important facet of DW to me...after all FFG could have gotten creative and started afresh with 6 all-new chapters rather than go with the 5 'codex' chapters and one all-new.

No, the more important portions would be for me on what it means to play such a 'titan' and interacting with his peers within the team, What is Deathwatch up to within Jericho Reach, what mechanics are in place to accentuate the power-level of such a servant of the God-Emperor and the mythology of the setting...which includes how DH/RT fit into the whole metaplot. If all are balanced right then DW will be something unique, like DH and RT, which if the developers follow form it should be...

 



#7 Aajav-Khan

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Posted 30 April 2010 - 11:15 AM

Debating philosopher Astartes? Whatever. I genuinely expected to see a Chapter specializing in tech or infiltration/commando raids, as those niches are lacking in the current lineup. Three out of six are Chapters that can be described as close combat specialist ( BA, BT and SW ) so the overall variety is a bit limited.

"Aloof" plus "distant"? Didn´t we already have these in the DA and BT?

A mystery in the Chapters history and unknown Geneseed legacy? I guess it provides some character on a completely new Chapter but still...the problem is that it is almost a cliche.

 My first impression is best described as "indifferent". 



#8 Atheosis

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Posted 30 April 2010 - 11:01 PM

I'm sorry but this is a joke.

So now we have another insular, stand-offish Chapter, making it 3 out of 6.  Beyond that this Chapter is just a mish-mash of ideas from other Chapters.  Any of a dozen already existing Chapters would've been more interesting and added more variety to the pathetically sparse Chapter choices.  This Chapter just feels like an Ultramarines/Dark Angels hybrid.  I just don't get it.  My hopes for this game just keep dropping.



#9 Dodskrigaren

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Posted 30 April 2010 - 11:57 PM

 Could be a little more...I dunno...original...or impressive.

Oh, and maybe have expanded into some kind of new area for focus.  I mean, we have

Blood Angels for close quarters psychopaths (god how I love em for it to)

Black Templars for close quarter zealots

Dark Angels for the dark brooding angsty types who fight by the book

 Ultramarines for the straight man by the book types

Space Wolves for the meaner and more cunning as we get older hero types (which, lets face it, is fun).

 And for the custom chapter they design we get...a hodgepodge of all of the above...

While I realize stealth is something most space marines get drilled into them early (Wolves obviously an exception) and tech savvy is something all chapters have through their techmarines, it would have been nice if the chapter they came up with had a different tactical focus than the other 5.  While all chapters may have some overlap, having different specialties chapter-wise is good in my opinion.  The lack of a hit and run chapter, like the Scars or Ravens, or a defensive chapter like the Imperial Fists, or even a chapter that focuses kinda heavy on psychics (ala THQ's Blood Ravens) just seems a little...meh to me I suppose.  It'd be like GW putting out a whole new Marine chapter codex that has everything the vanilla codex does with one or two minor alterations (and I do mean minor, like mainly just redoing the fluff and changing special chars).

 

I've been holding out some hope, and hopefully the diaries to come will give me a little, cause this one just kinda makes me want to wait and say hrmmmm...



#10 Jude Order

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Posted 01 May 2010 - 09:49 AM

The chapter history sounds like bad fan fiction.

They like to craft debates... Space Marines are psycho indoctrinated into believing what they need to think.  

They forgot their Primarch... wow just wow... They only venerate the guy every single day holding him only below the Emperor of Mankind. Explain to me how you forget who he is. 

Nemesis Incident... Synonym for Bad Stuff Incident am I right.

I mean seriously you get the chance to craft a cool back story and you go for really smart guys with amnesia. How generic is that.



#11 Atheosis

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Posted 01 May 2010 - 10:50 AM

Jude Order said:

The chapter history sounds like bad fan fiction.

They like to craft debates... Space Marines are psycho indoctrinated into believing what they need to think.  

They forgot their Primarch... wow just wow... They only venerate the guy every single day holding him only below the Emperor of Mankind. Explain to me how you forget who he is. 

Nemesis Incident... Synonym for Bad Stuff Incident am I right.

I mean seriously you get the chance to craft a cool back story and you go for really smart guys with amnesia. How generic is that.

LOL

Have to say it's about on par with GW's writing lately.  That's anything but a compliment.



#12 Adam France

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Posted 01 May 2010 - 11:08 AM

Oh I don't think they are all that bad, and I quite like their basic function (patrolling the Halo Stars warp storms), it's just beyond that good start so far there doesn't seem much else.

Though I don't like the name much, or the badge, or the colour scheme. All of which feel like easy choices (for example, given a minute to create a Chapter badge for a Chapter called the Storm Wardens ... what would you come up with? - A lightning flash is the very first thing that would surely spring to mind.). I also think the 'argumentative, stroppy, git' model of marine is already over-represented in the 'paltry 6'.

Maybe they will get increased info in the book that will make them come to life more. 



#13 Atheosis

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Posted 01 May 2010 - 11:40 AM

Adam France said:

Oh I don't think they are all that bad, and I quite like their basic function (patrolling the Halo Stars warp storms), it's just beyond that good start so far there doesn't seem much else.

Though I don't like the name much, or the badge, or the colour scheme. All of which feel like easy choices (for example, given a minute to create a Chapter badge for a Chapter called the Storm Wardens ... what would you come up with? - A lightning flash is the very first thing that would surely spring to mind.). I also think the 'argumentative, stroppy, git' model of marine is already over-represented in the 'paltry 6'.

Maybe they will get increased info in the book that will make them come to life more. 

They aren't that bad for a DIY on B&C (the fact that Ross actually referenced them made me cringe honestly).  In fact, they're pretty good by those standards.  But this isn't the appropriate place for some game designer to dump his half-baked DIY Chapter (at least not in my opinion).  Not when there are only six freakin' choices! 

It isn't the quality of the Chapter I really have problems with so much as the fact that it appears to really offer nothing particularly unique versus the other five.  I would've far preferred a Chapter that offered a different slant on things than the 'argumentative, stroppy, git' model, as you put it, or the 'Codex adherent, blue-armored' model.  Instead they just married the two.  Somehow I can't help but feel like we actually have fewer than six choices at this point, and six already seemed pathetically thin to me.

 



#14 Oelber

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Posted 01 May 2010 - 11:41 AM

I have to say that I'm extremely disappointed in how FFG went about choosing the playable chapters, it would've been far better in my opinion to simply use Gene-Seed as a sort of homeworld choice, and leave chapter specific intricacies for those chapters that act significantly different than their founding chapter to a later supplement as purchasable starting packages. Thumbs down.



#15 Atheosis

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Posted 01 May 2010 - 11:43 AM

Oelber said:

I have to say that I'm extremely disappointed in how FFG went about choosing the playable chapters, it would've been far better in my opinion to simply use Gene-Seed as a sort of homeworld choice, and leave chapter specific intricacies for those chapters that act significantly different than their founding chapter to a later supplement as purchasable starting packages. Thumbs down.

That would've been far preferable I agree.



#16 nickthehick

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Posted 01 May 2010 - 01:21 PM

this chapter looks very interisting i cant wate to try it out



#17 Adam France

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Posted 01 May 2010 - 07:17 PM

Atheosis said:

Oelber said:

 

I have to say that I'm extremely disappointed in how FFG went about choosing the playable chapters, it would've been far better in my opinion to simply use Gene-Seed as a sort of homeworld choice, and leave chapter specific intricacies for those chapters that act significantly different than their founding chapter to a later supplement as purchasable starting packages. Thumbs down.

 

 

That would've been far preferable I agree.

Ditto.



#18 Arag

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Posted 01 May 2010 - 11:11 PM

Well, I don't think that the Storm Wardens are that bad. Sure they are a walking stereotype, but still a step above the typical Ultra-clone chapters (with exceptions). 

The choices made show clearly that we need a chapter book ASAP. Because otherwise the game will face problems due to previously mentioned by others holes in chapter types (defense, infiltration/ambush). This book really lacks the Salamanders and the Raven Guard to be good (or the White Scars and the Imperial Fists ).

 



#19 warpdancer

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Posted 02 May 2010 - 04:15 AM

Jude Order said:

They like to craft debates... Space Marines are psycho indoctrinated into believing what they need to think. 

Is there any canon source  for this?

If they´re a later founding  isn´t it possible they weren´t told?



#20 The Wyzard

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Posted 02 May 2010 - 08:04 AM

 Heavy indoctrination makes people inflexible, and thus not useful for the kinds of high-stakes, high-pressure missions that the SMs undertake.  The SMs have to be well-educated (at least in military science and heavy doses of intelligence on the enemy) because their purpose is to make small, surgical strikes at high-value targets in a rapidly-shifting environment.  You can do heavy indoctrination on the IG if you have to because they move slowly in large groups and take and hold territory.  Their need-to-know is fairly low, and they don't spend tons of time behind enemy lines.

Also, SMs have their own command structure, strategists, etc.  They have to know what's up, you can't program them into being killbots.






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