Restarting DH

By theshadowduke, in Dark Heresy Gamemasters

So, I will be restarting my Dark Heresy group after about two months of downtime, however, I can't seem to get the gumption to get any adventure lines set up, and my players wreck premade adventures, by asking the wrong questions (that I dont have answers for) or doing totally unexpected stuff. Also, I cant seem to get myself psyched to GM again, and nobody else will do it.

TL;DR How do I get myself in the mood to GM again?

Start by thinking up nasty, vicious, violent, horrid and appalling ways to be really evil to your players, and then think up situations where they have lots of different ways to end up in no-win situations allowing you to inflict said evil in nasty, vicious, violent, horrid and appalling ways happy.gif

That works for me ...

Quiet simply: DON´T

I used to GM "vampire" (from white wolf) a lot, but my players always found a way to destroy my adventure and/or my gameworld.

After a score of games I just tried to work out, I finished since I couldn´t "psyche" me up. And now, I am much more happy and we do not play rpgs anymore. Sometimes, you have to accept that thinks are not going to work out. And that you have to stop

GMing is difficult. No doubt about it.

Give yourself some more control in the initial session. Not railroading control, but character/situation control. Come up with the acolytes yourself, or give the players guidelines for their characters' backgrounds. Some players really dislike being told who their character is or where they come from, but the good roleplayers should jump at the chance to explore a character they haven't fleshed out themselves.

Also, searching for Dark Heresy or Warhammer 40k themed images on the 'net is a good source of inspiriation. If you have any copies of Warhammer Monthly or Inferno! then I'd recommend you go through one or three.

Those are my only ideas right now. I hope they help.

Darth Smeg said:

Start by thinking up nasty, vicious, violent, horrid and appalling ways to be really evil to your players, and then think up situations where they have lots of different ways to end up in no-win situations allowing you to inflict said evil in nasty, vicious, violent, horrid and appalling ways happy.gif

That works for me ...

I work the same way - kind of - in that I come up with adventures backwards. Get the climax then find ways to get the party there as generally the final encounter I envision is far beyond current party levels. Ideas come is really strange places - once a D&D player said 'use a sahuagin, nobody ever uses sahuagin' to which I came up with ideas to run for about 6 months. Alas, never did get to the final scenes.

Or have the players make characters with a decent background and character goals, a little more specific than 'killing heretics and mutants in the name of the Emporer' as that is just lazy, and feed of those. It will also keep the players more engaged.

I know if I ever need to generate ideas I always have a nice romp through www.lexicanum.com and read some articles about different things I have questions about in the warhammer universes. Then again, I'm a "fluff" junkie.

My group wanted to try this game again, so we agreed upon a different take on the setting.

Basically, most of our adventures will be taking place on a developping world which resembles our planet Earth in the 1930s-40s. Film noir and pulp aspects. Not a whole lot of high technology, and very few Tech Priests.

The Acolytes are under-cover, so they have to appear native (fedoras and all that). THEY are aware of the bigger picture, but they have to live in a "primitive" setting.

What's fun is that we're trying to focus more on character development rather than number crunching this time. Pretty interesting.

...and...heh heh... Call of Cthulhu-esque.

When I run a game, I figure out what the NPC's are doing/will be doing if the PC's do nothing that will affect their plans. This gives me their goals/ a general timeline, etc.

Then I figure out the PC's mission. At each major point in the story I take a couple of guesses at courses of action the PC's might take and how the NPC's will respond to each.

This gives me a framework to gauge reactions against when the PC's do something unexpected. Even though I didn't plan for it, I know enough about the NPC's plans/goals/personalities to come up with a viable response.

Finally as to the OP's situation about PC's asking questions you don't know the answer to: MAKE IT UP! That's your job as GM (just take notes so you can remember what you made up)