Feedback on Game Setting

By conor4, in Dark Heresy Gamemasters

Hey everyone,

Recently my gaming group ran this setting for a short game (2 sessions of about 4 hours each) as an experiment. We were somewhat between campaigns and we had kind of gotten into a rut of combat encounters and simply looking for upgraded weapons, so to change it up we deiceded to have a setting where weapons were more or less forcibly unavailable and see where it took us. I ran the game and the specific setting was a slave labour mine/furnace, under a factory. With the PC's having no armour or weapons, just 50 gelt worth of consumables/drugs and other non weapon items that could be conceivable contraband in the situation.

What they did with it was left up to them (you can escape, inform, take over or whatnot as you like), the main aim was really to concentrate on role playing than relying on combat to sort out everything. They were given no other information on the setting, so they werent sure on what to expect down there.

Does this sound like an enjoyable setting? Would you play it? What intentions would you go in with? Can you think of any ways to make it better?

We, ultimately, had a good deal of fun, and they came up with a completely unexpected (totally preplanned) way of sorting it out in their favour that i'll detail later on :)

Sounds interesting. And could easily be switched into something like being shipwrecked/marooned/lost in a remote region of a feral world with damaged armour, and only the weapons and ammo they came in on. Maybe a random number of ammo/equipment is lost or damaged.

The only problem i could see in that is if a player is particularly fond of their gear, or dedicated to a consistent story arc, would be rather annoyed waking up in a prison-esq environment without all of their gear, and left with pocket change and drugs. But as long as there was something familiar to the acolytes, (even if it comes at the end of the adventure) that they find out that the 'villain' behind their capture or what-have-you is a familiar foe or old rival or something. (I wasnt a big fan of Tattered Fates, tbh.)

But it is a interesting idea.

Cheers =) the actual game we played was a once off throwaway, 3 level 1's, we didnt even give them experience throughout the sessions so the gear loss wasnt really an issue - (But had they been real characters , it would defo have been an issue, I agree on that)

The solution they came up with was pretty fun to play out, but more than likely a very short term one:
Group was 2 Blighted Schola Clerics (identical twin brothers) and a reclaimator.
Basically, their plan all along was to use their knowledge to gain corruption and turn the reclaimator into a daemonhost (specifically the character "upgrade" in the radicals handbook, dont have it to hand atm, cant recall the exact name) and use his power to try and escape.

They actually pulled off pretty well, with some help from a small cult already in existance in the area. They started a cult using darnkess and fire as their symbols, and exerted control over the populace, overcoming the incumbent administration and gang thugs by being the "good guys," helping the weak, giving them hope etc... then turning it to anger towards their immediate overlords, pure, well-planned and roleplayed demagougery. Made it all sound so reasonable.

The point we finished as was them closing a pact with the pre-existing cult and the 2 clerics gaining a measure of sorcerous powers, the storyline with the daemon posession didnt come to fruitition, but it was within their grasp when we finished it.

There was no overall inquisition connection for the characters, they were a group who investigated forbidden knowledge/artifacts on a small scale and ended up getting caught in some illegal activities and sold into the slavery, they hadnt attracted any attention from the authorities (yet)