Dak Heresy as a Noir Setting

By AlixionKreiz, in Dark Heresy Gamemasters

I read the Sibellus Noir, from http://www.principiainfecta.com/, and loved the idea. I have a few players who are really psyched for a more noir style game. Dark Heresy is definitly the most suited to the style and I have decided to game master it. All my players are metallician, from the IH, and on Scintilla. If anyone has tried to run this before I could use some advice, it seems rather short and I am stuck on what should happen afterwords. I've been skirting ideas about the inquisitor spiriting them off for something more traditional Dark Heresy, but I want to keep the theme noir, and galavanting around the sector doing odd jobs for an Inquisitor doesn't seem right. I need help with the follow up stories, I want to give them a choice. A sort of "red pill or blue pill" thing, but I want it to not change the atmosphere.

I also could use some advice on how to run a noir game well, Ive GM'd for D&D before and played 40K RPGs in the past but this is my first attempt leading a 40k RPG game.

I've never tried a full-on noir styled game in DH (though the basic tenants of noir tend to creep into just about anything I run) so I can't help you there with specific advice. However,m I can point you to another little game written by Greg Stolze called A Dirty World . While it is mostly the game engine for playing a noir styled game (it can be adapted to just about anything... I just got done using it for a game of SLA Industries... A Dirty World of Progress), the advice he gives on what noir is and how to construct a good noir session/story should be invaluable to you and, besides that,m it's just a damned fun and atmospheric read for 10.00. That and the random crime generator in the back of it would suit DH perfectly with a few changes to the crimes ;-)

In a nutshell, you need to keep things personal. It's always about the PCs. Keep things low powered. It must be about the PCs and their choices and consequences, not about the PCs and their gear and toys. There must always be Hard Choice for them to make and there's never ever a bad guy or a good guy. Noir is all about shades of gray (so you might want to keep warp-gribblies to a minimum ;-) ). If you can keep them at each others throats, that's a bonus.

Now, I'll go ahead and say that it's hard to have a crazy long noir campaign because such is usually against the spirit of noir. If you take a good look at most good noir stories, no matter how they start, they eventually become about a very crucial part of the protagonists life, a point that will change them forever. Once that change happens and they deal with it, that's the end of the story, no more needs to be said. But you should be able to squeeze a good few story arcs out of the PCs before they're burned beyond all recognition by it all, though a better approach might be a more troupe style of play where you tell one noir story set in the hive and when it's done, the players pick up new PCs who were partially involved or can witness the effects of the first story from a far different perspective... but then have their own problems that they need to focus on. Look to Sin City for inspiration in their direction.

Finally, there's nothing saying that the PCs have to be =][=. The best noir stories will be those that are personal. Recidivists, ladder climbers looking to clear someone else off of a rung above them, and all manner of other types are good for this. You could probably have one heck of a noir story set in the Administratum with all the politicking, dirty laundry, and stupid mistakes that can happen there...

Dark Heresy at least, and probably Rogue Trader or 40k roleplaying in general ALREADY IS noir isn't it?

The primary moods of classic film noir were melancholy, alienation, bleakness, disillusionment, disenchantment, pessimism, ambiguity, moral corruption, evil, guilt, desperation and paranoia. Looks pretty 40k.Dark Heresy to me!

Heroes (or anti-heroes) were often morallyambiguous low-lifes from the dark and gloomy underworld of violent crime and corruption. Distinctively, they were cynical, tarnished, obsessive, brooding, menacing, sinister, sardonic, disillusioned, frightened and insecure loners (usually men), struggling to survive - and in the end, ultimately losing. Again, entirely within the themes and tropes at the heart of 40k? No?

Film noir thematically showed the dark and inhumane side of human nature with cynicism and doomed love. They emphasized the brutal, unhealthy, seamy, shadowy, dark and sadistic sides of the human experience. An oppressive atmosphere of menace, pessimism, anxiety, suspicion that anything can go wrong, dingy realism, futility, fatalism, defeat and entrapment were stylized characteristics. Looks pretty 40k to me!

I'd say playing as intended, you're pretty much in noir territory with DH/RT 'out of the box'.