Showing posts with label Deathwatch. Show all posts
Showing posts with label Deathwatch. Show all posts

Tuesday, 18 October 2016

On failure, its outcomes and its implications: psychology

I feel like it's been ages since I was able to put together anything substantial for this blog. To be fair, nothing I write now is ever likely to compare to the insane (in relative terms) popularity of my post about animal companions...

And also to be fair, it's been a very busy few months and I'm ill. But still. I do enjoy writing for this blog and feeling like someone appreciated it.

This is going to be a miniseries about failure in RPGs, or at least in some RPGs. I fear it may be a bit dry and very rambly. Still, I present it for your delectation, or at least to keep you mildly diverted on the bus.

So a while ago I wrote some responses to a Walking Eye episode about Numenera. Very little of that is relevant right now, so let me pull out the bit which, randomly, sparked this week's post-game conversation. It is is in fact talking about Dungeon World, for some reason.

Saturday, 2 April 2016

Making Deathwatch combat overly complicated

So it's been a while, but I've spent a lot of time wittering about the skill system in the Warhammer 40,000 setting, in particular with particular reference to its effect on Knowing Things, including the effects of modifier distributions.

I've been thinking more about this and have some ideas I wanted to play with.

The two major points are de-compartmentalising non-combat skill and compartmentalising combat skill

Friday, 14 November 2014

A Stony Sleep: afterthoughts

For some reason, I managed to post this in August, months ahead of finishing the actual podcast. When I realised, I de-published it and am posting it here to make the archives more sensible. I'm not sure how it escaped my drafts folder, but just to reassure you, I haven't yet reached the point of actually running repeats...

In my head, I've been thinking of this as the one where we shifted into more of a straightforward Space Marine game with less of the Fisty humour that originally got us playing. Having now listened to the recordings for the first time in months, I can't imagine where I could possibly have got that idea.

Thursday, 13 November 2014

A Stony Sleep, part 7

Post-Game Discussion

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 7

The Episode

Nothing much to say here. This isn't the most interesting post-game session, sorry, since we don't actually break down the scenario like we sometimes do. Feel free to skip this one! However, we do talk about a couple of points that might be mildly interesting for those who care about the Deathwatch game, or are gently lulled to sleep by our (ahem) melodious voices. And it's short!

The bionic issue is basically a canon one, I think. Essentially, the Warhammer 40K universe has always portrayed bionics for any military character as being flat-out better than the organic equivalent. They grant significant stat boosts in the tabletop version. The fiction does sometimes highlight disadvantages, especially in those bionics given to lackeys or grunts, but again emphasises the new or enhanced abilities these features tend to lend a character. For a space marine, who expects only the best of equipment, there aren't going to be any misshapen second-hand bionics or rusting parts. So while I do understand the balance issues of making baseline bionics any better than the default marine, it also just feels wrong for them not to be. There are no low-ranking space marines, no grunts, no lackeys. Everyone is a mighty warrior of immense value to the Imperium.

Honestly, this is quite likely tied into the whole "game line" deal. I don't know whether Fantasy Flight even thought about this when carrying over the same bionics rules as every other game uses. It seems like it could have quite easily been fixed by pegging the minimum bionics at whatever level is no worse than a starting space marine: no reason to get injured on purpose, but no disadvantage either.

Of course, this is partly down to me choosing to lose an eye, but I didn't (despite my phrasing here) actually do this for mechanical reasons - it seemed appropriate and I wasn't aware at the time of the rules for serious injuries and acquiring bionics. So I just assumed it was something I could do, which is strictly not the case by RAW. I mean, I got a power claw to the face, that seems like something that would require a cool glowy terminatoresque bionic eye, right?

I'll be (re-)posting a follow-up post shortly. I wrote it out ages ago and mistakenly put it up at some point, despite the podcast not yet being out. Whoops.

Wednesday, 12 November 2014

A Stony Sleep, part 6

The Heavy Bolter Is Sick OP

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 6

The Episode

So I've basically talked about everything in this episode already. Much has been written elsewhere on the OP-ness of the heavy bolter, and ways of dealing with it. Similarly, the final crystal conundrum has been discussed before.

The bit at the end is another one of those conundrums. Do we know about Ahriman? He's a completely legendary Chaos Sorcerer, but it's just not that clear what level of setting knowlege Space Marines should have.

I look forward to seeing where all this is going! Roll on, 2015...

Tuesday, 11 November 2014

A Stony Sleep, part 5

This Brain Is Above Your Security Clearance

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 5

The Episode

This being a transitional episode between phases of the investigation, there's a lot of stuff going on here. There could potentially have been a much longer cultist-fighting phase, but Arthur made a tactical decision to cut this short due to our gaming schedules (and to avoid repetition).

There's a sort of instinct to rebel when some objective is unattainable, such as rescuing the inquisitor, which I definitely suffer from. This is not in fact one of the official objectives, which you might recall made us suspicious in the first episode, although I offered a (plausible?) counterpoint. But you want to rescue people when you're heroic, even in the brutal Imperium. In practice, I thought this was one of the better examples of this sort of thing. We got a chance to interact with Vincent and try whatever we wanted. His mental state, betrayal and position of authority gave a convincing reason why he wasn't rescuable, while a long absence plus the nature of his captors convincingly accounted for those things. This wasn't one of those "NPC is shot at long range by an unseen enemy, having promised to divulge vital information first thing in the morning because it's too late right now" affairs.

The submarine sequence was a little bit disrupted by us players leaping to action while Arthur was trying to narrate. In practice, the outage is supposed to take a second or so, but we weren't quite clear on that. No big deal, it's just something that happens sometimes.

The encounter with the Alpha Legion was tense, but maybe a little anticlimactic? The opener was good, as Nikolai does his level best to get himself killed again (in retrospect, "slight caution" a poor choice when I should have been auspexing like anything). Having all four obliterated by a single psychic power was both satisfyingly awesome on our behalf, and slightly disappointing - I can't really decide which one won out for me. However, it's hard to dissociate my judgement from the points I've already made about this stuff.

DVD extra bonus material

We talk briefly about Demon: the Fallen, since this recording was actually made before the Demon game I posted a while ago. Hooray for time travel. I already discussed some of the many, many problems with this game. In the light of that, the discussion here of chapters being presented inconsistently takes on a different light. It seem less like an unfortunate editorial decision, and more like yet more evidence that the product wasn’t actually finished, let alone edited for consistency.

Monday, 10 November 2014

A Stony Sleep, part 4

But I'm Wearing My Stealthy Yellow Armour feat. We Could Eat This Guy's Brain

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 4

The Episode

Return of crisps! Once again, I am really very sorry about the crisps.

Sometimes it's really hard to pick titles. With this scenario, I think for the first time, I went for (hazy approximations of) quotes from the episodes. Some have several tempting lines. Previously I've tended towards very basic descriptions. I'm still not sure what's the best option; you don't want to spoil an episode, you do want to summarise it, and quotes are sometimes memorable, but sometimes quite generic despite being good. I do think titles are essential to podcasts because if, like me, you have a few thousand floating around your hard drive, and potentially a hundred or more from a single podcaster (here's hoping!) then it's very easy to listen to one episode, come back a week later after binging on something else, and have no idea whether you listened to dgb_pod_00098 or dgb_pod_00064, or indeed "Episode 28" or "Episode 36". One day I must write something opinionated on podcast metadata...

The memory science I mentioned is Memory RNA. And despite this being entirely debunked years ago in a famous scientific turnaround, apparently it's still going on! I say this because my idle googling for a suitable link produced this article in an apparently legitimate journal, which appears to be literally the exact same thing.

It's horrifying in a way just how quickly a team of space marines can demolish a substantial threat. I don't think a single combat in the Fists campaign has lasted more than three rounds, and I believe in all cases that's purely been a case of mopping up horde survivors. Ah, maybe the diablodon fight was more than three?

It's kind of cool, but in a way I think it creates problems for Deathwatch in particular. The lethality we have discussed before means that it's very difficult to have meaningful drawn-out combats - anything able to pose a serious threat to the marines is reasonably likely to kill them through swing. One thing this tends to mean is that it very rarely actually matters what cool and interesting capabilities enemies have, as they rarely get to bring them into play. Most are lucky to get a single shot off. We have no idea what the cultists were capable of, and to some extent that makes it more difficult to create interesting memories. "Remember that time we killed everyone with a single round of heavy bolter fire?" "Wasn't that... every time?" I jest, but I think there's something to it. I just can't quite pin it down right now. In my defence, I'm ill today.

Brain-eating comes up a lot in this episode, but sadly there are always reasons to avoid it. I should really check into the canon on that - just how much do Marines worry about eating xenos brains, say? Because if you refuse to eat the brains of heretics, psykers and aliens, that doesn't leave you with much reason to have the ability.

Sunday, 9 November 2014

A Stony Sleep, part 3

Cultist-Bothering for Fun and Profit

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature teasers for upcoming actual plays, after the closing music. Just so you know.

Episode 3

The Episode

Surprisingly, we have actually used the Climb skill twice over the course of our missions. Still not worth boosting, though. Especially not for those of us who can fly.

The confrontation in the cave, specifically the bits just before the fight, may seem a bit disjointed. This isn't because we're not listening to each other; I had to cut about three minutes of this out, in several sections, because of noise issues. I've tried to keep in as much information as possible, though.

For those of you keenly following my discourses on Brother Nikolai (who am I kidding?), this episode features him being genuinely useful, achieving something the rest of the party couldn't. It's interesting to me, and I mean that sincerely rather than being sarky, that this doesn't relate at all to proficiency in combat. Firstly, he takes the lowest point in the climb and saves Kaim, safe in the knowledge that he has a jump pack as a fall-back if things go badly wrong. Secondly, the jump back (and his confidence in getting up close and personal) allows him to barge straight into the cultists, attempt to overawe them, and then snatch away the cult leader. Strictly speaking, this is a much bigger contribution fluff-wise than it is mechanically, since the objective would have been met by blowing them all to pieces, but we're trying to play roles here, right? As a secondary point, as the conversation shows, we're all conscious of the problematic situation (armoured fascists slaughter followers of alternative religion). While we're all on board for that, and the canon does a lot to actually justify this approach, I think we do feel a bit better when we give the occasional nod towards the less murderous and more human aspects of the space marines. If these cultists choose to make a suicidal attack, rather than, um... surrendering and probably surviving their forced conversion and penance, for a given value of "survive"... well, that's their business!

But yes, Nikolai. This shows off a point I've made before, which is that to a large extent I do think assault marines are inherently broader than some of the other specialities, and their strengths lie quite substantially in their movement capabilities and defensive capabilities. Nikolai can get to places quickly to do things other than killing, get away from danger quickly, and soak a lot of attacks - although less so when facing a Horde as they ignore parries.

Note here that Arthur didn't require a die roll for me to leap into the midst of the cultists. In fact, I think the only time I've had to roll was in Mersadie Hive, when I used my jump pack to leap from a speeding bike and hurl incendiary grenades onto a roof and then tried to land back on the bike. This strikes me as exactly the right way to adjudicate these matters.

Saturday, 8 November 2014

A Stony Sleep, part 2

Steve Jackson, Is That You?

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 2

The Episode

You would not believe how much crisp-excision this podcast required. This was actually one of the main reasons I didn't get round to doing it sooner. I'm not sure if you can tell, but there are a few sections where I had to remove entire conversation threads because crucial parts were obscured by unbearable crunching and/or rustling. There was a certain amount of careful doctoring, including pasting in alternative versions of a word from elsewhere in the recording to create a clean sentence break.

I should point out, though, that I have in no cases changed the actual meaning of what was said! Just tidied up bits where I had to chop off a run-on sentence or a bit where we talked over each other and led into another conversation that couldn't be rescued. Nothing crucial was lost, but the podcast is quite a bit shorter as a result. The surviving crispy sections should give you a clue just how bad the excised bits were.

This is an occupational hazard of actual plays - very few snacks are silent and gaming is a snacky sort of hobby. More recently we've been putting things in bowls before recording, which helps, but I'm not sure how the squeaky-clean podcasts tend to manage. Unless they just don't eat, and are tireless robot gamers. Always a possibility.

I Fought The Lore

When we learn about the "other Astartes", it's obvious to me and Dan (with our extensive 40K background) that this will be the Alpha Legion. However, it's not clear whether our characters are allowed to know that. This is one of the points where establishing exactly what canonical knowledge is widespread, what is secret, and where different kinds of security clearance fall is really difficult in this game.

One of the reasons for this is, of course, that the 40K universe has been built up over decades by a whole load of different writers and gone through several major editions, each with their own angle on the truth of the situation. It's not clear how much access ordinary space marines have to Chaos-related information, and what is strictly inquisitorial or known to more senior marines. The RPG in general isn't especially helpful about this, and knowledge is absolutely one of the areas where I'd really have liked them to lay down some suggested difficulty guidelines, because this stuff is not remotely obvious. It's even worse once you start to move into things that aren't massive and well-established parts of the game canon (like major Chaos Space Marine legions) and into some of the crannies, like Imperial Navy lore or even psyker lore.

Broadly speaking, you have to assume that all space marines know about the existence of Chaos marines and renegades, and therefore at least a basic amount about Chaos. For a purely practical standpoint they must, must also be taught the tactics, equipment and abilities of Chaos marines, because the entire point of the Astartes is to fight the enemies of mankind, and refusing to teach them anything about fighting the one threat that did come close to wiping out the Imperium would be too stupid even for the Imperium. So if they know World Eaters are involved in a situation, there is no question in my mind that they should understand this will mean Khorne berzerkers, and therefore terrifying melée specialists, as well as a focus on mass slaughter of everyone possible, which will likely result in demons appearing who are also melée specialists. If they know Tzeentchian marines are involved, they should know to expect vile sorcery, a focus on ranged weaponry and maddening, fast-moving demons that spit flames and lightning.

It's less clear how much this extends to more strategic considerations, since it's generally senior marines who will be taking strategic decisions anyway. Do the ordinary marines need to know the typical signs of Alpha Legion operation, which are extensive use of cults, sabotage and misinformation? Do they need to understand that Slaanesh worshippers will aim to take captives for hedonistic rituals, offering certain strategic opportunities and informing loyalists about their likely movements? It all depends very much on how you view the information structures and trust within a chapter, which varies by chapter, as well as how you perceive the role of space marines in the Imperium as a whole. If they are basically soldiers, this kind of information is less important and might well be kept secret by paranoid officials. If they have a wider remit that includes investigation, small-unit missions and acting as aides or advisors, then it doesn't really make sense to me for them not to have that kind of information. Sending in a small unit to investigate situations when they aren't given enough information to analyse, identify and countermand threats is not sensible.

All this is a very long way of saying that I feel like this is a situation where the Fists should just have got the information. This isn't particularly complicated stuff: this is Traitor Legions 101. I have no idea what the actual mission stated, but the rulebook gives no guidance on how to handle this, and so I don't think Arthur's to blame. From what I've seen, any notes in the mission most likely offered a -20 penalty to Forbidden Lore rolls on the basis that you're trying to use Forbidden Lore.

Slightly later on, our in-character knowledge includes detailed understanding of the mindset of the Alpha Legion. I'm not trying to pick on Arthur here, not least because he used this on the spot as a way to give us metagame knowledge ("step away from the massive paranoia tangent of obsessing about this detail") without flat-out telling us in GM-voice that it's a result of scenario design clashing with reality. It seems perfectly reasonable that we would Know Our Enemies, and it's certainly plausible that we'd have memorised specific stuff about each legion without necessarily wanting to positively identify a specific group of enemies based on some general clues. I'm partly just flagging this up in case anyone else spots it, and partly because the contrast between these two situations just further emphasises for me how unclear the books are on this aspect of the game.

Of course, it's possible one reason the rules are pretty general about knowledge is that it's taken from a ruleset designed for all possible (okay, likely) 40K characters, and "common knowledge" varies massively by role in the universe. At the same time, this strikes me as exactly what individual books are for in such a game line. The summary for Forbidden Lore: Traitor Legions is just a few words, and it contrasts significantly with that for Common Lore: Adeptus Astartes and indeed Forbidden Lore: Adeptus Astartes.

Forbidden Lore: The Traitor Legions: The secrets of the lost Space Marine Legions, their names, and the sad tale of their fall from grace.

Forbidden Lore: Adeptus Astartes: Extensive knowledge of the practices, organisation, and homeworlds of the Imperial Space Marines and their Chapters, including hints and rumours of their myriad of secret rituals and methods of recruitment and training.

Common Lore: Adeptus Astartes: An understanding of the role, function, and nature of the famed Imperial Space Marines, as well as a knowledge of the commonly known Chapters and their practices and areas of operation.

Note that CLAA specifically mentions the practices of Chapters, and FLAA specifies their practices, rituals, methods and training. FLTL is far more cagey about what is actually included, more or less leaving this up to the GM. I find this unsatisfactory.

Friday, 7 November 2014

A Stony Sleep, part 1

They have returned! A-Fisting we will go, a-Fisting we will go... or rather, we did go. About a year ago, in fact. Whoops. Sorry.

To Lose One Inquisitor

This is a playthrough of A Stony Sleep from The Emperor Protects, so be careful not to let on to your GM that you listened to it. It does reveal one crucial plot event, and foreknowledge will inevitably affect the way you play this scenario. As always, be aware that the podcast is not really family-friendly, if that sort of thing bothers you.

Some episodes feature bonus material after the closing music, of varying interest. This is usually either teasers, or conversations that were sort of interesting, but not a bit tangential to the main episode.

Episode 1

The Episode

I am really very sorry about the crisps.

There's not a whole lot going on in this episode, which is mostly briefing. However, you'll notice that our sensible paranoia averts a major problem. As Arthur has discussed, the designers seemed pretty sure players wouldn't be able to handle this basic escort mission. In fairness, the assassination plot is sufficiently far-fetched that you might well assume no sensible player would think of it.

Thursday, 2 October 2014

Manipulating playstyles with modifiers: the case of Deathwatch

So, it's ages since I griped about Deathwatch! But I had some more thoughts due to working through our latest podcast (I foolishly and accidentally posted the post-podcast post way ahead of schedule - now taken down, with apologies).

Bonus scheme

One of the things that struck me is that the skill mechanics in Deathwatch further exacerbate some of the issues I have discussed by dint of where the designers choose to build in bonuses and penalties.

Let's use Brother Iacomo and his heavy bolter as our first example. He begins with a BS of about 40, and we can reasonably assume that he will rapidly start buying up BS enhancements to at least 50, which is easily achievable as a starting character. Many devastators will take the Immovable Warrior ability for an additional +10 whenever they are in cover. If possible, Iacomo will prepare for the shot by spending a full action aiming for a +20 bonus on his next attack roll. Firing on full auto, which is almost inevitable, Iacomo can gain a +20 bonus to hit; semi-auto will offer +10 to hit. If the target is larger than human - such as a xenos monstrosity or any significant group of weaker targets modelled as a Horde - there will be a modifier ranging from +10 to +30. Should Iacomo be facing an onrushing horde at close range, another +10 to +30 is available. A variety of targeting sights also offer +10 bonuses in specific situations. A signum and signum link can be purchased for an additional +5 or (if he's lucky) +10 bonus.

Sunday, 6 July 2014

Deathwatch: the Siege of Mersadie Hive, 09

The Siege of Mersadie Hive was a custom scenario lovingly crafted by Arthur. As such, unless your GM is planning to borrow the scenario by hacking together what they hear on this episode and the notes on Arthur's blog, there's really no spoilers to worry about.

As always, be aware that the podcast is not really family-friendly, and features some background noise, if that sort of thing bothers you.

The Episode

Link to Episode 09.

There's some (I think) very interesting discussion around the 20 minute mark of the interplay between balance, genre and expectations. Dan brings things out pretty clearly with the point that "the sorts of things that player characters are encouraged to do are the sorts of things which you probably wouldn't do if you had a 50% chance of dying doing it". Fate Points do tip the balance in favour of heroics, but there's a constant tension between wanting feats of heroism and the actual chance of getting away with it. The canon isn't a huge help here, because depiction of PC-level characters and/or Space Marines varies between portraying them as elite soldiers who are still very mortal, or as godlike warriors who shrug off the strongest attacks.

During the discussion my old favourite topic of problems with Assault Marines comes up again. In my defence, we recorded this long before I wrote a lot of my posts on this topic, because of backlog. I'll let the discussion stand for itself. We also discuss the Rocket Tag situations that more powerful enemies cause due to subtractive armour and so on. Arthur raises interesting counterpoints with discussions of the layers of death-proofing offered by RPGs versus tabletop.

This mini-campaign was a challenging idea, because in principle a siege offers a good sandbox, but actually it departs enough from the usual mission-based game that it puts extra weight on the GM. While there was a bit of work we could come up with, and we could probably have devised more if necessary, the onus is definitely on Arthur here to provide a steady and varied stream of things to deal with. Thankfully, I think he did a decent job of it, and picked a good time to bring things to a close. As (I think?) ended up being mentioned in one episode, I'm considering running at least one game set in the siege. It seems a nice rich environment to flesh out.

I wrote the above paragraph (like a lot of the show notes) while doing the editing, i.e. before I moved to the other side of the planet from the rest of the gang. While I'm still working on that Arbites game, it's probably going to be a while.

I'm really sad that we don't have recordings of the middle session, because this showcased the more active part of our activities: sending a recruiting and diplomatic mission to the Underhive to secure it from the orks, and sending the scouts on raids. We all take a lot of pride in the exploits of our boys, and they definitely done good. What remains in the recordings is relatively passive. Admittedly, this is different from many scenarios (in many games), which often feature pretty static plots for the PCs to interact with, so it's still hopefully a bit of a change of pace. However, we lost the section that best highlights how even an apparently passive situation, like a siege where the initiative lies with the attackers, can still offer opportunities for taking an active role.

It strikes me this would be a reasonable place to focus some effort - I know Deathwatch is aimed at special forces-type missions, but actually I imagine it's pretty common to use it for general Space Marine stuff, and larger-scale battles are a key part of that. Some missions designed for integration into wars might be a decent supplement. Siege-breaking, taking out supply chains or leaders, holding strongpoints, they're all good for heroics.

So that's it for Mersadie Hive. Hope you enjoyed this series as much as I enjoyed playing them, and indeed listening back to them as I edited. Do leave any comments you might have.

Wednesday, 25 June 2014

Deathwatch: the Siege of Mersadie Hive, 08

The Siege of Mersadie Hive was a custom scenario lovingly crafted by Arthur. As such, unless your GM is planning to borrow the scenario by hacking together what they hear on this episode and the notes on Arthur's blog, there's really no spoilers to worry about.

As always, be aware that the podcast is not really family-friendly, and features some background noise, if that sort of thing bothers you.

Link to Episode 08.

The Episode

"Ambient level of ork" is my new favourite phrase.

This is, possibly, the first of many occasions when I try to use Wrathful Descent when not fighting hordes. For some reason it just feels like it should work against everything, and I find the hordes-only thing really hard to remember.

I'm a bit sad we didn't see more of the weirdboy, because I'd have liked to see a bit more of how ork psychics work, but enemies really don't stick around much in the brutal combat system in play here. When they do - see diablodon - it generally means they're annoying.

The gargant navigation section was a little more detailed than you'll hear here. When we defeated the weirdboy and got to the two-way junction, Arthur actually outlined what the different sections looked and sounded like, giving some indication of what lay that way even without rolling skills. Unfortunately, just at that point the recorder was assailed both by someone rummaging through, selecting and opening a bag of crisps (hence the munching noises) and by a passing ambulance, and I felt it wasn't really salvageable. This was not a unique event, so we lost a couple of explanatory bits. Recently I've tried to get munchies into bowls instead, but this is an early recording. Also, I'm gaming in someone else house and we're there to game rather than to record, so getting all naggy about foodstuffs is more likely to put an end to recordings than increase the quality.

I was pretty pleased with Nikolai in this game. He doesn't exactly wreak havoc, but he does make a certain amount of mess, and more importantly he plays like I feel an assault marine should - taking point and getting in people's faces. Unfortunately, it's a pretty risky approach because most things that are formidable in melee are extremely nasty in melee. Here we see an excellent demonstration as Nikolai gets his head bashed in by an ork warboss who catches him off-guard. I really need to get used to the idea that advancing on any kind of boss other than with the utmost caution is likely to get you killed.

Monday, 16 June 2014

Deathwatch: the Siege of Mersadie Hive, 07

The Siege of Mersadie Hive was a custom scenario lovingly crafted by Arthur. As such, unless your GM is planning to borrow the scenario by hacking together what they hear on this episode and the notes on Arthur's blog, there's really no spoilers to worry about.

As always, be aware that the podcast is not really family-friendly, and features some background noise, if that sort of thing bothers you.

Link to Episode 07.

The Episode

In this episode, Nikolai is very briefly awesome, but is undone by a NPC's Fate Point. Luckily, the librarian is around to annihilate the archon with Smite before she can gut him. In fairness, this would have happened whether or not the archon was stunned. Librarians are, as they say, sick OP... I still think the awesome counts.

As I've mentioned (interminably) before, I haven't had a huge amount of mechanical success with Nikolai. Ironically, in this episode he kicked a fair amount of ass by dint of several spectacular heavy bolter rolls. I'm pretty sure this is the most he's ever achieved in a combat. But then, heavy bolters are also sick OP.

I know the corrupt aristocracy plot is a bit of a 40K cliché, or indeed a general cliché, but I for one have no problem with tropes emerging in my genre games. That's kind of the point. While a game about the complex bonds of brotherhood between teenagers granted enormous power but condemned to expend it in eternal war, unfolding chiefly through social interactions between missions and the decisions made during a battle, and dealing with indoctrination, loss, humanity, compassion, and the trade-offs between preserving humanity and the ruthlessness demanded by the enemies they face, could probably be quite interesting, that isn't what I'm looking for when I sign up for Deathwatch. It's particularly true because it's a very specific setting, not some generic sci-fi game where there's more free reign.

Sunday, 8 June 2014

Deathwatch: the Siege of Mersadie Hive, 06

The Siege of Mersadie Hive was a custom scenario lovingly crafted by Arthur. As such, unless your GM is planning to borrow the scenario by hacking together what they hear on this episode and the notes on Arthur's blog, there's really no spoilers to worry about.

As always, be aware that the podcast is not really family-friendly, and features some background noise, if that sort of thing bothers you.

It just occurred to me that my habit of putting links at the very bottom of the post is unfriendly to those who dislike spoilers. Sorry! I've moved this one and will try to remember in future.

The Episode

Link to Episode 06.

For more information on this and the remaining episodes, see Arthur's notes.

This episode offered more tactical goodness (with some tricky decisions) as well as juggling the conflicting demands of at least two problem situations - one immediate and serious, the other tentative, uncertain but potentially catastrophic.* I felt like we made the most interesting call here, and one justified by the circumstances. Marines would be keen to avert an internal disaster, but the orks were a known and obvious threat needing to be dealt with, more in line with their expertise than confronting possible corruption, and less liable to cause political complications. Allowing the situation to brew somewhat also left us with, I think, a more interesting set of encounters all round than we might have had by just blowing the top ten levels off the damn hive already - although I suppose a hive breach while we were distracted would also have been rich fodder.

*For those not entirely up on the Warhams setting, this aristocrats business was starting to look like a cult. Chaos cults are bad, in the way that reality-shredding rifts summoning endless hordes of mankind's worst fears incarnate to slaughter the entire populace of a world in a vast sacrifice that draws the favour of appalling powers and dooms the world to eternally languish in the neverspace of a nightmarish other-realm of ever-shifting and dreadful reality beneath the laughter of the thirsting gods is bad. In exactly that way.

Wednesday, 4 June 2014

Deathwatch: the Siege of Mersadie Hive, 05

The Siege of Mersadie Hive was a custom scenario lovingly crafted by Arthur. As such, unless your GM is planning to borrow the scenario by hacking together what they hear on this episode and the notes on Arthur's blog, there's really no spoilers to worry about.

As always, be aware that the podcast is not really family-friendly, and features some background noise, if that sort of thing bothers you.

The Episode

There are two links today, because one entire play session happened in between episodes 4 and 5. I can't remember whether this occasion was due to me just forgetting the recorder, or the batteries being unexpectedly dead. It's tragic, because we lost a very enjoyable episode full of Underhive frolics and hot scout-on-ork action. I decided to record a brief summary of the session's events so that later references would make sense, but mostly just so any keen listeners out there wouldn't miss out entirely. For more on this session, see Refereeing and Reflection.

Incidentally, if there are any keen listeners out there, do say! As far as I know the only people listening to these also took part, which is a teensy bit demoralising.

There's been quite a bit of planning and strategising during this game, which I very much enjoyed, but possibly isn't fascinating listening if you weren't part of it? Hard to tell. Here it starts to pay off, as the actual fighting starts and we try to come up with clever ways to massacre aliens. This isn't the first thing that comes to mind with 40K games, but is actually quite in keeping with those parts of the source material that are more about strategy than skirmish tactics. Following experiences fighting tyranids, and bearing in mind that we're fighting several thousand orks at a time as part of a huge war front, a lot of this involves using resources at our disposal to direct the battle, rather than immediate personal intervention, but I'm fine with doing that sometimes. It's fitting for space marines not just to be all about bolt shells to the face; they're masters of war, not just competent killers.

Link to Episode 04b.

Link to Episode 05.

Saturday, 31 May 2014

Deathwatch: the Siege of Mersadie Hive, 04

The Siege of Mersadie Hive was a custom scenario lovingly crafted by Arthur. As such, unless your GM is planning to borrow the scenario by hacking together what they hear on this episode and the notes on Arthur's blog, there's really no spoilers to worry about.

As always, be aware that the podcast is not really family-friendly, and features some background noise, if that sort of thing bothers you.

The Episode

I'm afraid this isn't the most thrilling episode, as we're basically just setting things up, although we did have some quality time with our boys. I very much enjoy playing Big Gang Brother and otherwise quietly taking the mick.

Link to Episode 04.

Sunday, 25 May 2014

Deathwatch: the Siege of Mersadie Hive, 03

The Siege of Mersadie Hive was a custom scenario lovingly crafted by Arthur. As such, unless your GM is planning to borrow the scenario by hacking together what they hear on this episode and the notes on Arthur's blog, there's really no spoilers to worry about.

As always, be aware that the podcast is not really family-friendly, and features some background noise, if that sort of thing bothers you.

The Episode

I've said this before, but I'm always impressed by how much of the time in Deathwatch we spend discussing things with NPCs, investigating, and otherwise doing things that aren't war. I feel like it shows off some of the flexibility of the game, despite a premise that can seem one-note.

Here we had a nice little cast of NPCs to juggle. They all felt reasonably fleshed-out to me, and I appreciated how Arthur let us run with whatever ideas came to mind. I'm sure we could have come down hard on the nobles at this stage if we wanted, and it was a bit tempting OOC because hey, obnoxious rich oppressors; however, in the Imperium there's really no justification for thinking that way, so we stuck with the strategically-necessary approach.

The inclusion of Magos Sorvad was a stroke of genius, and I was evolving a ferocious grin throughout the conversation as my suspicions crystallised. Mashing up the two settings makes quite a bit more sense than it might appear, at least where the more brutal and sinister races are concerned. I'm vaguely hoping this might come back to bite us in the arse at some point.

Link to Episode 03.

Thursday, 22 May 2014

Deathwatch: the Siege of Mersadie Hive, 02

The Siege of Mersadie Hive was a custom scenario lovingly crafted by Arthur. As such, unless your GM is planning to borrow the scenario by hacking together what they hear on this episode and the notes on Arthur's blog, there's really no spoilers to worry about.

As always, be aware that the podcast is not really family-friendly, and features some background noise, if that sort of thing bothers you.

The Episode

Ah, strategising! One of the nice things about Deathwatch is that you really do feel free to be as tactical and military about things as you want, scouting things out and discussing approaches, in a way that other games don't necessarily support. Partly it's because you're expressly playing expert soldiers who would do exactly this sort of thing; partly it's because charging in headlong is reasonably likely to kill you, so good tactics are really important.

I actually cut out about another forty minutes of shopping and briefing that we flashed back to a little way into this mission, some of which I stapled into the first session to try and keep things coherent while drastically cutting down the time.

Link to Episode 02.

Yet more on Deathwatch party balance

So four months ago Dan posted an interesting thing about balance in 40K as represented by my character's difficulties in feeling useful. As I like necromancy, it's time to reopen that topic.

Dan talks about the difficulty of balancing specialists (high effectiveness in a narrow field) against generalists (moderate effectiveness in a broad range of fields). This is all very true, but the picture's actually a bit more complicated, I think.

Specialisation and optimisation

I observed in a comment on that post that actually I'm not sure the issue at hand was a specialist vs. generalist one. Nikolai isn't actually not a specialist; he's extremely effective at melée combat, and very poor at ranged combat. He's got a handful of broader skills, because I had to spend the points somewhere and some of the assault marine abilities are rubbish, or because Serious Roleplaying, but you couldn't really describe him as being moderately effective at a wide range of things - the Deathwatch system doesn't really allow for that. He's got about a 30% chance of succeeding at a few specific things that aren't hitting things with swords. He's a little bit less optimised for his specialisation than Iacomo, but that's not really had much impact, because while Nikolai has 99 vocation-related problems, damage ain't one.