So, yeah. Our eight-month old game is struggling at the moment. At first, the group was really into the campaigns set by the GM. The starter Forsaken Bounty campaign let us have some fun and get familiar with the rules, then the Frozen Reaches was run and toned down for our level.
But we stated, back in December, that we wanted the sandbox experience. Most of our group have never played tabletop RPGs before, and were less familiar with 40K, apart from myself (as the rogue trader) and the GM who have played since I don't remember which edition.
We established, before the game started in January, that after we ran some campaigns we'd really like to simply play with the setting. Grow the "Strom Dynasty" through misadventures.
Damaris was going to be our base, a trial to see how we could get along with the Stars of Inequity rules and our own imagination. The group was excited by the prospect! Our astropath player played up the communications angle and petitioned for a series of relays for us to establish to make trade with Damaris easier. We had plans to forge new routes and so on.
The GM then decided to move up our plans to eventually make our way to the Heathen Stars. And instead of making way for Naduesh, we were dumped over Vaporious. We then killed and destroyed the GM's planned rival rogue trader dynasty in one afternoon.
Since he and I were conspiring to tell the story, I provided much of the specifics and he picked and chose which ones to use where, I went along with it. I went along with the railroading even though our players' enthusiasm waned.
We should've played three games this month already. Each player approached me in turn. They like their characters (who through my own writing I provide a biased view on) and what the premise of the campaign was.
For those familiar with our campaign, we eventually establish a base of operations in the Heathen Stars. We wanted to leave the place and return to Damaris but then a Warp Storm descended and we couldn't leave. Then, when things were finally going right, we get plucked out of the region.
Then we got thrown back in time a few years.
Twice we built something up, and not through our actions or inaction did we lose it, but only because the GM didn't like that kind of game.
So we played the Svard adventure, with our own twists to it. This was the third and final time we'd attempt to build a base of operations, grow our dynasty, kill (or join) some pirates even though there was a rather cliche time-travel thing and destiny thing we didn't really like.
I bring the complaints to the GM (who plays our Seneschal from time to time). He says we'll enjoy the next part... when the Maw closes and we're stuck in Calixis, maybe with just our ship.
Again we lose everything we've built. Just because.
And if you think the story's good, well I'll take the credit for that. I provide the characterization and write up details that is glossed over or not at all explored by the campaign. The GM does the big stuff and lets us sort it all out.
Our group doesn't want this. I don't want this.
I see no need to continue doing something that is no longer fun for myself or my friends. But we've grown attached to our characters. So, I'm asking you GMs and even players, what can we do? I can appreciate what the GM is doing, telling this story of getting beaten down and striving against it, but he's not willing to change the campaign or its direction.