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SlamDance

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About SlamDance

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  • Birthday July 11

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  1. Just jumped in! Got room for a Deathwatch GM?
  2. Thanks for the inspiration and suggestions, folks! I'll have a think myself. Some other lines that bubbled up: Though they may be far from their brothers, may they find brotherhood anew amongst each other. Of victory unknown, of praise unsung...
  3. I'm after something a bit more moment-specific, though. I think "In nomine Imperator" is going to have to be in there somewhere. (Is Imperator correct latin for "Emperor"?)
  4. My first session of Deathwatch was scheduled for last night, but unavoidable circumstances nixed it for now. It's given me a little more time to work some stuff out. One of the things I want do do is give the Watch Captain who'll brief the players some sort of prayer or blessing to intone when the PCs arrive, commemorating the true commencement of the Kill-team's first mission. Ideally, I want it to sound as badass as possible; the Watch Captain's suit of powered armour has the "Terror be thy friend" history and I have the idea that it'll come out sounding all Darth Vader-ish until the Captain takes his helmet off and he's "Now that we have dispensed with the formalities, welcome, brothers!" Some notes I'd made so far: Bless these warriors as they undertake their first watch May the spirits of the founding conclave guide their fury May the hold and honour the oaths sworn by the Chapter Masters May the xenos who stand agaist the Imperium tremble before their wrath Any other thoughts?
  5. Yes! Mycetic. Had an absolute blank and didn't have the book handy. Thanks, Avdnm! I'm thinking that the gue'la at the least knocked the throne agent out and possibly left him from the Tyranids. Whatever happened, it was likely done out of panic rather than cold bloodedness. My chief scientist is researching the Tyranids. She's definitely after some means of helping humanity stop them. I want her to be onto something, but I'm not sure what. A nerve agent? A virus? Some way of cutting a cluster of Tyranids off from the hive mind? ( I like the idea of the latter.)
  6. Hi, folks. I'm working on my first adventure for a two-player Deathwatch campaign set to start early next year (Obsidian Portal site here), and I'm hoping you can help me work some stuff out. I want to make sure all my ducks are in a row so that my players can do some investigating / interaction as they choose. The adventure is centred around two set pieces: A straight up fight against some Termagants and Hormagaunts in a laboratory, followed by an objective-based fight (rescue) between the Marines and a squad of Fire Warriors in a lunar cave with a Tyranid Warrior making life fun for everyone. The mission is the usual "find out why base X has gone dark" SF actionfest. The objectives are: Primary: Retrieve a scientist. Secondary: Find out what happened to the undercover agent in the lab base. Tertiary / ToO:Capture or kill anyone involved in the kidnap of the scientist. Eliminate any Xenos threats. The broader ideas: This is set on the planet Sophrosyne, a world that weathered the Age of Shadow with its population, sanity, biosphere and tech level mostly intact. It's bypassed the scrutiny (if not the notice) of the Imperium, who have installed a planetary governor above the elected prime minister twenty years ago and use the world as a rotation / R&R point for nearby Imperial Guard forces in the Canis Salient. Possibly its greatest asset is the Federal Collegium, an institution dedicated to the advancement of science and knowledge. It's the sort of place that the Inquisition and the Ministorum would be all over like a firestorm, if their attention weren't otherwise occupied elsewhere. Sophrosyne has, however, drawn the attention of the Tau, for two reasons: The Collegium's best and brightest, not to mention Sophrosyne's broader population of free thinkers and innovators, would be an asset to the greater good. The planet is smack in the vector of the encroaching Tyranids, who have begun hitting Tau worlds in the vicinity. The local Tau leaders have conceived of a plan called Operation Firebreak. The main part of the plan is to set a network of charges on the surface of Sophrosyne, set to detonate remotely once the Tyranid swarm reaches sufficient biomass on the planet. With a limb cut off, the Tau hope that the swarm will be diverted away from Tau-held worlds at best, slowed at worst. The second part of the plan is to evacuate, by hook or by crook, as much of the cream of Sophrosyne's intellectual crop as possible. Some have already noticed the increasing trend of disappearances from Sophrosyne. As it tends to be families as much as individuals (a good portion of the evacuees are going voluntarily, seeing the Tau as a better alternative than an eventual Imperial purge), most consider it some sort of retreat for the rich and daring. Nonetheless, an Inquisitor has decided that there's enough to the trend to investigate, although she's not got much support from her peers. The chief scientist at the research outpost is the objective. She doesn't know about the Tau evacuation, but there's a gue'la agent amongst the staff whose task is to isolate her and signal the extraction team. There's also a member of the inquisitor's retinue there undercover, although I'm thinking that the blowing of said throne agent's cover could be the trigger for the base shutdown; the gue'la agent catches the throne agent mid-transmission to the Inquisitor and sets off the base's EM dampener (intended to eliminate external interference for tests), cutting all comms. The Tyranids are from a (whatsitsname) spore that a rogue trader managed to capture and bring back to the Collegium for study. The spore itself is in the secret facility in Sophrosyne's moon (part of an abandoned lunar mining complex); the Termagants and Hormagaunts in the base are extracted from it in cryo and brought back to the planetary base for further study. The gue'la agent, knowing that Inquisitorial reinforcements are inbound (but nnnNNOOOObody expects the Deathwatch! - sorry*), turns the cryo off, hoping to buy the Tau some time. So basically, I want to make sure that the chief scientist is on the moon, with the Tyranid Warrior on the loose and the Tau inbound; the gue'la agent is in Research Station 12 (I'm thinking it has a secret underground secure biological research facility with shuttle hangar, which is where the Tyranids are) with the Tyranids on the loose and maybe a couple of surviving staff (with everyone else locked out on the ground floor with no idea what's going on except for the worrying thumps against the heavy hatches sealing the air con vents off). Between comms being cut off, the Inquisitor asking her friends in the Deathwatch for assistance (the local astropath has started having the symptomatic nightmares caused by Tyranid presence), the Kill-team being dispatched and arrival on site, I'm assuming something like twelve hours. In that time, no one on base has been able to get word out; the base is a good distance from civilisation by design and the gue'la agent managed to sabotage the base's only flyer (I figure the team on site have just got it fixed and fuelled when the Kill-team's drop-pod lands on it). Have I got everything sensible covered? * not sorry
  7. Good points. I've replaced "resources" with "units" generally in the article and altered the wording to: If not, the only way to keep rolling is to prevent the destruction of some of your assigned units (the Squad Leader can also assign extra Soldiers from the remainder allocated to the Mission / Base Defense, if they meet the enemy / task's requirements). Check the app's rules and FAQ and your asset and tech cards. Note: Any retries don't reset the threat level (unless the card or specific rule says so). If you can't save any units or allocate extra ones, you must move onto the next task or finalise the current action. My only worry is it's a little wordy.
  8. Hmm. Okay: trying to straddle the line between brevity and covering bases: How's this? If the alien die comes up equal to or lower than the current threat level, all the resources you've assigned to that task are destroyed. You still receive the successes you earned on the XCOM die / dice you rolled in that roll, and if they give you enough successes you complete the task. If not, the only ways to keep rolling are to put extra resources on the task, prevent the destruction your existing resources or find some other way to get more XCOM dice. Check the app's rules and FAQ and your asset and tech cards. Note: Any retries don't reset the threat level (unless the card or specific rule says so). If you can't get any extra, dice, though, you can't make any more rolls on that task and must move onto the next for finalise that phase.
  9. Thanks for the read-through and checks, rmsgrey! I do have to respond to some of them, though: A) What are you talking about? Of course the dice max out at for! Look, I'll check the rules. See? Right there in Tasks/Rolling Dice, it says AAAAAAAAGH! I've been telling folks you max out at four! Holy crap! No wonder the games I've played have been so damned tense! Okay, so: THANKS for that pick-up! Re-worded: You roll XCOM (blue, six-sided) dice for any given task. How many you roll is determined mainly by the number of resources you can allocate. Although there are only four in the box, there's no maximum limit on the number of dice you can actually roll; just roll the required number of times and count the successes. Gonna have to try another solo game... B) Ahh. That I get, but I didn't word it well. How about: If the alien die comes up equal to or lower than the current threat level, all the resources you've assigned to that task are destroyed. You still receive the successes you earned on the XCOM die / dice you rolled in that roll, and if they give you enough successes you complete the task, but if not, you cannot make any more rolls on that task. C) Are you sure? I thought it was oh right. Yep. There on the card. Once. Got it. D) Okay, now this time you just have to be wrong. I'm positive it's nope, there it is, "face up," in the Crisis rules. I was sure it was face down. Now I'm REALLY gonna have to get a couple more games in to see how it all works when I'm / we're playing it right! Anyway, I've updated the web page. Thanks again!
  10. I've been playing this for a bit on Thursday nights at my FLGS. That's board gaming night, and having played other complex board games for the first time and fought to hold my attention while folks attempt to tell me what I need to know to play effectively, I thought I'd try writing a brief of the important stuff for XCOM so I could get the essentials across without making people doze off. I posted this on my web log, but I wanted to put it up here to see what you veterans think. How do you win a game of XCOM? First off, XCOM is a co-operative game for one to four players (yes, you read that right; XCOM: The Board Game can be played solo). All players work together to beat the game, which makes life difficult for us via a couple of decks of cards, some UFO counters and the turns it takes in the app that governs the game. The idea is that we’re the senior officers in the XCOM Project, an organisation dedicated to protecting Earth from alien invasion. There are four roles that we fill: Central Officer, Chief Scientist, Commander and Squad Leader. It’s the Squad Leader who will win the game for us. His job is to send the Soldiers of XCOM out on Missions. Face down on the board is an alien invasion plan. At some point, the app will tell us to flip this over to reveal the Final Mission. When the Squad Leader completes this mission, we win. How do we go about winning a game of XCOM? The means of winning the game come through tasks. A task is basically a single mini-objective that requires the rolling of the game’s dice to resolve. Each role has its own set of tasks that play out basically the same way. (Missions, including the Final Mission, always have three tasks to complete in order to accomplish them.) Gathering XCOM Dice You can roll up to four XCOM (blue, six-sided) dice for any given task. How many you roll is determined mainly by the number of resources you can allocate. Each role has its own set of primary resources. The Central Officer has Satellites, the Chief Scientist has Scientists, the Commander has Interceptors and the Squad Leader has Soldiers. Each unit that the player allocates to one of its tasks gives the player one XCOM die. Each XCOM die has two XCOM symbols on it, and each symbol that comes up grants one success. If you don’t have enough successes to complete the given task (always at least one), you can roll again. With a one-in-three chance of success per die, you want to try and roll as many as possible. Threat Level and the !#&$ing Alien Die Here’s the trick, though. Every time you roll XCOM dice for a task, you must also roll the alien (red, eight-sided, numbered) die. Each time you roll, the alien die must come up with a number over the current threat level. The threat level starts at 1 for the first roll on a given task, but if you choose to try for more successes by rolling again, each subsequent roll pushes the threat level up by 1, up to a maximum of 5. You can choose to stop re-rolling at any time, and you can keep rolling even if the threat level cant go any higher (as long as you’ve not already lost that task). If the alien die comes up equal to or lower than the current threat level, all the resources you’ve assigned to that task are destroyed and the task is lost. Destruction means something different for Interceptors and Soldiers than it does for Satellites and Scientists, but we can pick that up during the game. A destroyed resource will be out of play for one full turn, possibly longer. So there’s a clear risk: the more resources you assign to the task, the better your chances of success, but the greater the consequences if you fail. Another point to note: The threat level will reset back down to 1 after most tasks, which are: Central Officer: Destroying UFOs in orbit with Satellites (called Orbital Defence); the orbit space on the board is one task and each success destroys one UFO. Chief Scientist: Researching new technologies with Scientists (called Research); each research space on the board is one task and each success earns one point toward the chosen technology’s research goal. Commander: Destroying UFOs over continents with Interceptors (called Global Defence); each of the six continents on the board is one task and each success destroys one UFO. Squad Leader:Destroying aliens invading the XCOM base with Soldiers (called Base Defence); each alien is one task and each success earns one damage point against the alien’s hit points. Going on the current Mission with Soldiers; each alien on the mission or non-alien space is one task each success either:earns one damage point against the alien’s hit points, or earns one point of success for the non-alien space. However, the threat level for the poor Squad Leader only resets between Base Defence and the Mission; defeating an alien in the base or accomplishing a Mission task will not reset the threat level until the Base Defence or Mission phase is done. How do you lose a game of XCOM? A typical game of XCOM can take a couple of hours, but it’s not a case of keep playing until you win or run out of time. The game is actively working against you in two ways. Global Panic I mentioned the continents, the orbit space and UFOs a little earlier on. Each continent has a marker on the panic track, and the marker moves one space up the track for: every UFO remaining on it once the Commander has finished Global Defence, every UFO in orbit once the Central Officer has finished Orbital Defence (only the least panicked continent increases its panic), and the difference between the total of Interceptors, Satellites, Scientists and Soldiers allocated to tasks this turn and the number of credits in this turn’s budget, if the budget is the lower number (only the most panicked continent moves further up the track). If two continents move into the orange space at the right of the panic tracker, we have lost. (Also, if any continents move form the yellow panic spaces into the red panic spaces, subsequent turns’ budgets will be less; it’s the nations of the world that fund the XCOM Project, and if we’re not seen to be doing our job, the contributing nations will take their money elsewhere, thank you very much.) Also worth noting: Any UFOs left on the board will remain and cause more panic next turn unless destroyed later. UFOs in orbit will pass down to the continents as directed by the app. Destruction of the XCOM Base I also mentioned the base and aliens earlier. There’s a damage tracker above the three Base Defence spaces. For every alien the Squad Leader cannot defeat during Base Defence, the tracker’s marker goes up by one. When the marker reaches the uppermost space in the damage tracker, the XCOM base is destroyed and we lose the game. Also, if the tracker’s marker reaches one of the two red target icon spaces in the tracker, the base has been damaged; apply the effect listed on the invasion plan / Final Mission card. What is playing XCOM like? The main thing you need to know here is that the XCOM: The Board Game app governs the game. It breaks each turn up into two phases; the timed phase and the resolution phase. Timed Phase The timed phase is a combination of alien actions and resource allocations on speed. The app will give each of you at least one action (which will usually involve allocating resources to tasks) to perform but only a limited amount of time to do it in. If your action goes over its allocated time, the available time for any subsequent actions (for you or other players) will drop. In the meantime, the app will tell you when and where UFO counters are to be placed in orbit or over a continent, as well as when an alien is invading the XCOM base. It will also give “pings,” forecasts of future UFO appearances this turn, which the Central Officer can only check manually. Generally, keep an eye on any asset or researched technology cards you have in front of you with “TIMED PHASE” on them. You can use them at any time during the phase, not just during your actions, but not once the phase is over, and as your time in the timed phase is limited, maintaining the awareness needed to correctly apply an asset or technology at the right moment is critical. Resolution Phase Once the timed phase shows you the situation you’re in and you’ve allocated your resources to turn it around, the resolution phase is where you get the dice out and determine whether your plans and reactions were successful. The app will take you through a set order of actions, typically commencing with a budget audit and ending with the Squad Leader managing the Mission. There’s no time limit on any of these actions. Generally, keep an eye on any asset or researched technology cards you have in front of you with “RESOLUTION PHASE” on them. You can use them at any time during the phase, not just during your actions, but not once the phase is over. The Central Officer’s ability to reroll the alien die once per turn could prevent the elimination of a flight of Interceptors or squad of Soldiers – but which one? Tips for Playing XCOM: The Board Game Here are a few bits of advice and XCOM life hacks to make the XCOM experience a little less confusing (if not successful). Everybody (almost) You’re going to lose. Trust me on this. Even on Easy difficulty, XCOM: The Board Game does not forgive mistakes (just like the video game that inspired it, XCOM: Enemy Unknown). Those one-in-three odds per XCOM die can result in horrifically memorable rolls where you’ve gathered enough resources to roll four XCOM dice – and they all come up blank once, twice, three times in a row. However, the game as a whole is still engaging enough that even dooming the world to alien domination is still an entertaining experience, so don’t sweat it much. The game will let you learn from your mistakes and rally. And boy, do those horrid rolls make for great XCOM war stories. Remember that though pause time is limited on Normal and higher difficulties, we can still access the menu at any time, which will not count toward pause time total. Still, keep with the spirit of the game and only use the menu to clarify a rule or for emergency breaks. Always tell the Central Officer whenever you’re done with your action during the timed phase; any extra time you take comes off any further player actions in the timed phase. One thing that I find works, especially if I’m playing solo, is organising my asset and technology cards into timed phase and resolution phase groups. That way, when I’m under pressure during the timed phase, I can take a quick look over my immediate options. Central Officer The Chief Scientist is your best friend, providing you with new technology that can knock more UFOs out of orbit and help all your colleagues with their tasks. As you can only allocate a maximum of three satellites to Orbital Defence, you’re not going to divert much budget away from the Chief Scientist, but still, be mindful of the overall budget situation anyway. Make sure you tell the Commander about any pings you get. The Commander may have to allocate Interceptors before the pings actually manifest as UFOs, and if the Commander can place Interceptors in anticipation of those UFOs, you’ll be in better shape for keeping the continents happy. (Of course, you might get a ping that doesn’t eventuate, but that’s the Commander’s problem, not yours.) Commander The Chief Scientist is your best friend, providing you with new technology that can boost your budget, protect your Interceptors and even upgrade them to the UFO-hybrid Firestorm class. Just remember when you’re assigning Interceptors to Global Defence that the Chief Scientist needs a slice of the budget to give you those sweet UFO-slaying, budget-saving toys. The Squad Leader is your second-best friend. If you’ve drawn two crises and even the lesser of the two evils is going to screw you all up, ask the Squad Leader to chuck a couple of Soliders on the Skyranger and take it out. The Squad Leader can do it twice, but only if a total of four soldiers are available to board the Skyranger. Keep in mind that the Squad Leader cannot view the crisis stack and must take your word on which crisis needs nailing the most. Mind the budget. If you have table space, keep three piles of credits (aside from those on your Emergency Funding card) the bank of un-used credits, the current budget and any credits spent. Whenever someone, yourself included, assigns a resource to a task, shift a credit out of the budget and into the spent pile. That way you’ll have an idea of whether you’ll have a surplus (essential to buy yourself more Interceptors and the Squad Leader more precious Soldiers) or whether the team is getting perilously close to panicking some already-twitchy continents. Squad Leader The Chief Scientist is your best friend, providing you with plenty of weapon and armour technology that will allow you to knock aliens over with ease. Just remember when you’re assigning Soldiers to Base Defence and the Mission that the Chief Scientist needs a slice of the budget to give you those sweet ET-slaying, Soldier-saving toys. The Commander is your second-best friend. If you can give up a Soldier during the timed phase, the Commander can train it into an elite unit that rolls one extra XCOM die in any tasks it’s allocated to. Just one or two Elite soldiers can turn the game around. Chief Scientist You are everybody else’s best friend. You’re going to be equipping them with the tools and technology to make their (and each other’s) lives easier. Remember, though, not to go overkill with assigning Scientists to Research tasks; your colleagues will need the budget to keep the skies and the ground clear (and the money for more research coming in). That said, your best friend is probably the Squad Leader. If you can improve the Soldiers’ efficiency at killing aliens in the base or on mission, you get more Salvage. Your Laboratory allows you to convert Salvage into extra dice on Research tests without risking Scientists, whom you can then commit to asset and technology cards you’ve researched.
  11. SlamDance

    It's Okay

    Thank you for the comments, folks! Yeah, that was a bit stream-of-consciousness, musingu, so thanks for indulging me. Musungu and Q: I've found that having fun in an RPG can be a bit trickier than it seems. I sat down with my two players on Thursday night for character creation; out came the rulebook and the rolling for stats and the choosing options - and it rapidly got dull. I dunno. I like crunchiness when it's in a book, but not when I'm trying to use it live. (I honestly found playing XCOM; The Board Game afterward a lot more involving.) Was I silly to expect otherwise? I don't know. if I do another character creation / campaign prep session, though, I think I'll actually tell my players up front that the stats can wait; this get-together is about all of us creating an imaginary place we can't wait to check out and some imaginary people that we can't wait to be / interact with - and also tell them that what I really enjoy is unironic ham. I'm looking forward to playing GMCs who, to a lesser or greater extent, chew the scenery, giving the players the opportunity to chew the scenery too. (I keep thinking of the recent series of Doctor Who as an example: the world's in peril and everyone involved is turning it up to eleven.) Now, my two players are Deathwatch veterans, so they probably have a greater awareness of / trust in the process than I do. So, what I'm focusing on between now and next session (in a little under a fortnight) is, instead of worrying and second guessing, coming up with some Jericho Reach GMCs whom I'm going to enjoy playing. We'll see how we go!
  12. SlamDance

    It's Okay

    I have a problem when it comes to tabletop RPGs. Worrying. Worrying and over-thinking. Well, I have two problems: worrying and over-thinking. And scheduling. Okay, three problems. This posting, which originally went up on my personal web log, is about the first two. I want to try getting back into the hobby of tabletop roleplaying games again, and it’s okay. For a good while I thought that it wasn’t for me, but for a good while I’ve been trying to force myself into being things that I’m not. It feels like the right time to try this out again. I want to try game mastering the Deathwatch RPG again, and that’s okay. I’m sick of second-guessing myself about the things I want to try, or telling myself that it’s wasting time that should be put toward other things. It’s been years since I seriously tried an RPG, and that’s okay. It’s good to let some enthusiasm come through, and the idea that I’m too old – or that others will think me as too old – is a sad, crippling idea. I’m second guessing myself and worrying about it, and that’s okay. This is something new, or at least, something I’ve not done in a while. Of course I’m going to fear the unknown. The Deathwatch game has a pretty complex set of rules that I don’t fully understand, and that’s okay. In the end, I want to have a good time with some fun people, and everything else needs to serve that. Playing with the mechanics of a roleplaying game is entertaining in and of itself, sure, but it’s definitely not everything. I only have a few players, and that’s okay. I reckon that starting small is no bad thing, and will help build my confidence. Just dealing with a few personalities, especially folks I know, is good. I’m already thinking I’d rather be GMing something else instead, and that’s okay. It’s good to be interested in more than one thing, and maybe playing a few games of Deathwatch will convince me that I’d rather be doing something a little more optimistic, like Star Wars, or more adventure flavoured, like Dungeons & Dragons or Pathfinder. But I won’t know that until I try, and something more unfamiliar to me may well be more rewarding. I sometimes think I should be playing instead of GMing to get a better idea of what being a player is like, and that’s okay. No one’s expecting perfection (and anyone who is, I don’t want to share a table with) and sometimes, to play a game no one else you know has tried, ya gotta give GMing a go. Especially if you own the book. We’re having trouble working out schedules, and that’s okay. It tells me that I could do with discussing times and options with my wife more. I have no ieda for a campaign, and that’s okay. I’ve followed advice, come up with character charts and got all invested in NPCs and settings and wound up hating the play experience, which is what matters. I’d rather jam with folks and see what we come up with, even for something as complex as Deathwatch. I’m intending to DM a game all about Space Marines, genetically-enhanced, powered-armoured warrior priests who serve a massive interstellar society for which the word “dystopian” seems like a criminal understatement, as they undertake special missions against the aliens that threaten that society, and that’s okay. it’s a setting not quite like any other out there, and sometimes it’s good to fight for hope when there isn’t any easy source. I keep thinking of silly character beats for Space Marine characters in a Deathwatch game, and that’s okay. It’s good to know that the game has got my imagination running, even if it’s not in the tonal direction you’d expect. I’m giving up my personal time to do this, and that’s okay. It’s good to be investing in having a good time with cool people than driving myself nuts trying to build a freelance career. I’m playing with folks I don’t know all that well, and that’s okay. Previous attempts to play with folks I know didn’t work out – in part because of my own worries sapping the joy out of what I was trying to do – and maybe this will be a good way of getting to know some cool, local people. I’m aiming to get my players around a table rather than play online, and that’s okay. I think people prefer face to face anyway, and as much as online might seem more convenient, especially in the face of changing schedules, not everyone has access to solid Internet. I’m already juggling availabilities, and that’s okay. Organising any group is tough, and gamers are notoriously hard to organise. Sooner or later, I’m probably going to have to tell someone who’s interested that we can’t make the times work; it’s going to suck no matter what, but it’s better to be clear and honest and respect each other’s time. I’ve let me own worries sap the joy out of previous attempts to GM a game, and that’s okay. I just had something to learn about the process of shared creativity and the people I was trying to share with. I still do, but at least I know that there’s something I don’t know instead of expecting it to all work properly the first go. I only have the rulebook, and that’s okay. I reckon there’s plenty of stuff in the main rulebook to go on, and I’d prefer to resist the urge to spend money on more stuff that I might wind up never using. There are only three enemy “races” in the core rulebook, and that’s okay. Each one makes sense within the themes of Deathwatch, and while a Warhammer 40,000 faction that the players may have been looking forward to putting some bolt shells into mightn’t be present, I reckon we can have a good time anyway. I don;t know what’s going to happen, and that’s okay. It’s time I let this hobby really draw me out of the “studying the rulebooks in the name of preparing the campaign” not-really-comfort zone I kept finding myself in whenever I bought big series of RPG books (like Heavy Gear) and learn what works and what doesn’t through trying it myself instead of living vicariously through others’ actual play reports. In the end, it’s all okay; my hopes, my doubts; my strengths and weaknesses; my friends and those folks I don’t know yet.
  13. Heh heh! Reminds me of the responses I got on this forum when I wondered why Marines didn't have "Chem Geld" as part of their basic PC traits. I just got this impression form some of the texts (I think, in particular a couple of paragraphs on women in Ian Watson's Space Marine novel) that the sexual urge just went away during the surgeries / training. But, y'know what? I'll leave that to the players. I'd rather le the group go with what's fun rather than try and enforce any kind of canon.
  14. About to try starting a game again, this time with just two, possibly three players! Having a pre-game get-together online this Sunday. So, Rogal: Who, if anyone, took over from Ebongrave, and did his torture palace get shut down?
  15. Oh my God(-Emperor)! I've never come across this before! Thank you, Lynata!
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