So I had a go at GMing Deathwatch in a short one-off yesterday and my players had some feedback about the game that I thought I would ask for thoughts about on here. I should point out that one of the players has a decent grasp on the background from playing 40K and the other didn't.
1. Upon meeting they didn't have a great deal to talk/RP about other than their preferred way of killing xenos filth… This seems like it could be a problem unless the characters have a well fleshed out background, things they have done etc. This may be less of an issue with a proper campaign where the players have time to sort this out but I was wondering if this is a common issue with the game.
2. What do Space Marines do when they aren't killing things? Starting characters have basically no skills that aren't knowledge of or the ability to kill things. Sure they probably pray a lot and train a lot in between missions but this doesn't lead (IMO) to many RP opportunities. It was suggested that it might be worth allowing the characters one or two free skills to represent other things they do (hobbies to put it simply). Obviously this isn't very cannon but otherwise it seems the characters could be quite one-dimensional.
They had absolutely no problem with the mission side of things and there was some good interaction as they went through - discussions about what was going on and their views of it based on their chapter's view of things, for example - but they were worried that a long running game would struggle a bit if they just played "space paladins".
What are other people's thoughts/experiences? Are we just approaching the game with the wrong expectations?
Thanks in advance.