All GM's have their own philosophy. It is not just a matter of tactics and policies, but a series of maxims they act by. I'll go first. Of course, with games such as Dark Heresy, one's philosophy is also influenced by how they understand the 40Kverse and the institutions of the Imperium.
1) the nature of Chaos- I know there are a lot of varying view points on the Chaos' insidiousness from the heretical munchkin thread. While I wouldn't say that all heresy is chaotic in nature, I view chaos a lot like the Dark Side of the force. "Fear leads to anger, anger leads to hate, hate leads to heresy, heresy leads to chaos. The heretic, purge, one must." The reason for the Imperium's dogmatism and closemindedness is to keep the subtle whispers of Chaos edging you on to do things. Even non-chaos cults like the Logicians and the Temple Tendency, I would say, are slightly influenced by chaos, if indirectly. The reason the Imperium sucks so much is because it's been a society under attack by what amounts to aggressive, sentient pschizophrenia for ten thousand years.
2) The nature of the Adeptus Mechanicus- While some people see hte mechanicus as completely incompetent and whose only success comes from dumb luck, while others view them as actual scientists with incense. I'm somewhere in the middle. the rank-and-file are purely ritualistic, but as you get higher up the chain, more actual science starts leaking in to the group, until you get to the top where you find the AI-worshipping muckity-mucks who actually know science and engineering and manufacture all the ritual parts to maintain a monopoly on technology, and pass down instructions disguised as religion so the wrench monkeys at the bottom. It's basically a giant technology guild/monopoly built inside a cargo cult, with only the people at the top having any knowledge of actual science.
3) The nature of the Inquisition- The Inquisition and the Rogue Traders are probably the only two groups in the Imperium that excercise independent thought. They have the paranoia of the Communist Party, the factionalism of the Libertarian Party, They're equal parts SS, Cheka, MIB, and the historical Inquisition, and every single one of them is Batman. They don't exist to confront direct threats, they go out and subvert secret conspiracies. Acolytes are chosen not for the payments, but because one day, if they survive, they too might become batman. Monodominants are 60's style Adam West Batman, Amalathians are Silver Age Batman, Radical's are Frank Millar's Batman, every single faction of the Inquisition has a Batman corrolary. They have to outwit, outmindf**k, and snuff out secret conspiracies of cosmic horrors and magnificent bastards ideally without anyone ever learning about it. They are the dark knights of the Imperium. Likewise, the players are going to need to smarten up and find their inner batman, if they want to survive. Gameplay should be cloak and dagger, not a complete spy drama, but not a dungeon crawl.
4) Disney Heroism- If a player burns a fate point to save a friend, I will reward them for their unselfish ways. Needless to say, one must make sure they don't figure that out. I will also sometimes reward authentic CMOA's in this manner as well.
*Kant's Revenge- A corrollary to Disney Heroism. If they try to cheat the good samaritan aspect of the system, penalize them.
5) The GM as the forces of Reality- I believe the GM should not be out to kill the players or be their guardian angel. Instead he should represent the forces of cold, uncaring, neutral reality. While I believe that the difficulty should increase the higher up the food chain should go, the street thug should not be armed with a melta gun and carapace armor for high level PC's, and the greater dhaemon should not have the power of a butterfly for low level PC's. I don't believe in rocks falling, mysterious killer thunderbolts, or railroading. One should have an open range, a sandbox, with only a little push given to the players every once in a while to get them in the right direction. The golden rule is that there should be logical Consequences to the player's actions. The rules should also apply to the npcs, no spontaneous escape routes, unkillable enemies, hobson's choices, noninteractive events, or uncontrollable cutscenes. If the big bad manages to get away using a secret passage, the secret passage better have been there the entire time and the . Also, one must try to give the impression that Life is going on. My main inspiration for this was the Fallout series, especially the first one, as well as well, you know, reality. Remember, realistic actions have realistic consequences.
6) GM as chessmaster- The GM should also be a chessmaster and the players are his playthings. Don't be a cheating gm and don't make things impossible, but it should be difficult and the players should have to think. Make them earn their happy ending.
7) Don't tempt fate- If a player should ever say something such as, "Things couldn't get worse", "It's all clear sailing from here", "God himself couldn't sink this ship", "It Could be worse", "Things could be worse", "At least it isn't x", etc, or anything that tempts fate, things will get worse. Depending on my mood it will be either plausible(ie: engine trouble, enemy reinforcements, etc) or absurd(ie: where did all these orks come from). Try to make it survivable, though.
what is your GM philosophy?
). Cells within cells plots within plots and Acolytes all pawns of their masters, some of which are mere pawns themselves... you could go mad thinking about this stuff lol.