Hi guys,
I was not used to the 40K universe until 18 monthes ago when i was invited to a Dark Heresy game creating my first character (which turns out to be a psyker... never had to regret that!).
Since then i have been quite a hardcore fan and after GMing Deathwatch, i am starting my own DH campaign.
As a player, i love the thrill of getting out of very difficult situations and trying to ascend at the best of my abilities in a grimdark universe where acolytes are but pawns of the inquisitorial machine. My character used to be a fragile voidborn being hiding Under a desk at the first fight encounter to being a badass savant with fearsome powers, extended lore, and a shiny suit of light power armor.
Games are pretty intense for me and i sometimes overthink plots and opportunities, with the ultimate aim (selfish as my character can be) to be even more badass (earning more thrones, getting shiny gear, forbidden lores).
But at the same time, i find the game truly thrilling when you feel that things can turn bad and be life threatening for your character at any moment: gangers ambushing you off guard, exploring a space Hulk with no survirors, feeling the presence of a daemon, of simply being suspiciously interrogated by your inquisitor who suspects you have more corruption points than you should. As a mutant, a psyker, and trading with hereteks, the game difficulty increases at the same rate as you accumulate thrones, status, and shiny gear.
Well, all that to say that i am running my own Dark Heresy campaign with quite high prerequisites. I have told my players that the game difficulty will be insane (and honestly, given the starting characterictics, game as RAW is supposed to be extremely hard to begin with, meaning that players have a good chance to fail their rolls without modifiers). Note that i never lest players with no options and playing cunningly is the key, but sometimes the dice says otherwise and one can fail horribly even with the best idea.
I ran a first session and i don't think it was disappointing. I won't go in all the détails, but if the characters failed their inquiry rolls to find an imperial ship, they would have to be part of a Rogue trader ship that would be immediately attacked after landing. I quickly show them how fragile they were by hammering the NPCs they were siding with. And the players are quite Lucky to be alive because the mooks attacking them failed almost all their rolls :-)
But one thing i find hard to figure out is a paradox: at the one hand, you want to show your players that things can turn really bad for them at any moment, and that they can die, on the other hand, they play because they are to some extend, attached to the character they have built, so thats quite a tricky balance. The game becomes indeed interesting when you see your character evolve and be more consistent both in terms of skills and roleplay.
One thing i should have done is to tell my players to prepare several characters they would like to play to play so that if one eventually dies, they won't be left with no options.
Edited by janikest