Even if that were true, long life is not important to a character for it to be playable.TGLT said:And again, while the armies of humanity are indeed varied, they are not exactly long lasting outside of the inquisitors, the spess mahreens, and the Sisters.
I linked to a podcast a page back that mentions this: the lead designer (I believe) of the Dark Heresy line at Fantasy Flight says in the interview (without actually saying, as he doesn't want to let anything slip) that Calixis is their little corner of the galaxy that they will be expanding, even to the point of ignoring things that couldn't be in that region. When answering a question about Tau he says (and I paraphrase) "I can't confirm or deny, but Tau are in the galactic east, they're stuck in their empire, and they have very slow warp travel - and this monster manual book we're making is for the Calixis sector." Which is as good a way as any to say that they're focusing on Calixis to the exclusion of all else.And while it's sad that they haven't put a lot of support for xenos for some odd reason, it's a bit false to claim that you can only do it in the Calixis system with the core rule book. Core rule-book allows easily for primal worlds, hell, even non-inquisitorial games. I know a game that ran with the core book and inquisitor's handbook and was basically just guardsmen against heretics in the middle of a war. Though no, it's not very varied in terms of enemies since it's mostly just Ordo Hereticus and Mallus.
As for a guard campaign: yes it's doable. There's even a Guardsman class. Guardsmen are fairly vanilla when it comes to humanity in the Imperium, though, so it's not hard to adapt them to Dark Heresy. The problem I've been saying isn't that it's impossible, but that the focus Dark Heresy places on Calixis and the Inquisition makes anything else harder than it has to be. Look at linchowlewly: he heard Tau weren't in and vehicles weren't in and he gave up. That's the kind of player Dark Heresy lost: the interested but not diehard.
I would disagree that the core rule book allows "easily" for primal worlds and others. To do that, I would expect some given monsters and aliens that might pop up in such a setting, and a creation system for more. I would also expect some material on likely planetary environments and such. Again, it's not that the game disallows a primal wold game, it's just that it doesn't at all help the DM out.
Oh, and I agree: here's to Rogue Trader and branching out. If any of the three books can do it (Dark Heresy, Rogue Trader and, as if they were searching for niches, Deathwatch. Not standard SM, Deathwatch.) it's Rogue Trader.