I recently joined a gaming group after a long hiatus. I want to sell them the idea of a Dark Heresy based campaign. We are going to play Sorcerer first but after that they are all willing to try Dark Heresy and I want to make sure I've done everything I can to sweeten the deal, so to speak.
First off, are there any rules to be careful of, ones that are broken, or should be ignored? Anything in particular to watch out for when players create their characters or any house rules you've found to streamline the game? And before anyone ask, I am well aware of the FAQ.
Only one of the three players have any familiarity with the setting, through 40K. As an introduction to the setting and the system I am creating a simple and rather classic scenario.
The PC:s will be part of a band of criminals fighting for survival. Most of them will probably be part of the new blood brought in after the latest Arbites raid. The raid saw the leader taken into custody and the original organisation broken into three gangs. Formed around the three lieutenants; Luntz (yes, the very same from Edge of Darkness though that adventure will happen first many months after this pre-quel), Col and Myrrd.
Luntz is the smartest of the three by leaps and bounds but he is currently suffering from cronic paranoia because of the raid. The PC:s will be part of Luntz's crew. Their headquarter is located in a sky rise that's still somewhat occupied. His lieutenant is Lili, as though as they come.
Col is a bombastic and burly man who likes to tell people he is ex-guard. His headquarter is located in an abandoned manufactorium in the old offices of the fabricator-general. He has the most followers but they are a motley lot, mostly Dregs and Heavies. His lieutenant is Maximol.
Myrrd is just slightly (more) lunatic. He and his crew are well holed up in the sectors waste processing facility, sub-level and he probably has the smallest gang. As if to prove his madness he has taken to allow Mutants and Mutant Abominations into his gang. They're well dug in and his lieutenant is Jigger, a snickering madman.
Up until now there has been a delicate balance between the three groups but something, maybe rumours that a weapons casche founds its way into Cols hands, maybe the unseemingly things Myrrd is up to or something else entirerly (it all depends on which character's the players generate) has shifted. Everyone is sure that everyone else is up to something but no one wants to show their hand.
The adventure will drop the PC:s right in the middle of this, starting with Luntz gathering his crew around him and leaving the floor open for suggestions and ideas. Something that shows just how desperate he is. but, desperate times calls for desperate measures. It’s essentially a small sandbox completely driven by the motivations of Luntz, Col and Myrrd and naturally the PC:s. The whole thing will be designed to be relatively short and give the players a first taste of the setting as well as the system.
Any thoughts?
)