Another DM philospohy question:
I'm sure other run into this too. 40k is a dark, harsh setting; darker than most players are used too. Myself, I'm a 40k fluff guru, all about the grimdark. This question is about how much you would bend the setting/rules for your players?
In our group we have an explorator. It is his first exposure to 40k, he didn't know what he was getting into.
I'm trying to gently coach him into the role, but there is no way someone who wasn't familiar with 40k could be prepared for the horror that is the ad-mech.
He is really having issues with the nature of his class. A priest of the ad-mech will slowly replace more and more of his body with 'holy' machines, eventually being unrecognizable as a human. Many enhancement provide a benefit as well as a hinderance: improving toughness at the expense of agility for instance. He is obviously not comfortable with this.
Last night he came to me with this problem and proposed his character could focus more on developing nano-machines, biomancy, and natural looking bionics. I talked to him a bit about the in-universe issues with that, but said I would get back to him. Here are my thoughts:
Solution 1) Roll up a new character for him, obviously he doesn't want to run an explorator. This is fine, but feels like a cop out, and like I am robbing the game of some interesting possabilities.
Solution 2) Roll with it, but in an in-universe way. This has several interesting possabilities. On the one hand, he would have to do research into archeotech and xeno tech. Heretical research. He is going to have to find teachers who can teach him these things, radical or heretical ones. He is going to have to be careful to hide his research and devote entire endevors to finding what he needs. If/when they find out both the inquisition/ad-mech are going to want to have a stern 'talk' with him. Finally, it would be expensive XP-wise and he will be absorbing insanity/corruption points left and right.. His feats are going to cost more due to not having as many physical costs.
My overall thought is that as long as a character is willing to pay the price, both storywise and in XP, it is good for the game and thus worth it. If you can get a character invested in the endevor, making real enemies and taking risks for what their characters want, you have the makings of a great game. And though the character himself may no longer LOOK 'grimdark', the situations that arise will enhance the FEEL of 'grimdark'.
But what are your thoughts fellow DMs?