DocIII said:
I'm going to have to disagree with you here. This smacks of something some of the guys I used to game with referred to as the "PC Glow", i.e. treating player characters differently just because they are player-characters. PC's and NPC's are all people within the setting and should be treated the same. To do otherwise is bad role-playing. If you would shoot an NPC's psyker for doing something, then you should be equally willing to shoot the PC psyker for doing the same thing. Now if your reason for treating them different is an in game one such as: that guy's a cultist, this guy's a fellow inquisitorial acolyte, that's fine. But if you treat a PC psyker acolyte any differently than you would treat an NPC psyker acolyte then you're destroying immersion and might as well be playing monopoly.
That’s a reasonable point of view. What I’m trying to say is though is as a player you’ve an idea of the bigger picture and a responsibility toward the other players as much as they have to you. In an adult and mature gaming group, inter-party conflict can be fun and when it drives the game forward or makes a particular scene for intense, that’s good. But when it just comes down to ‘Statistically it’s just a matter of time until, ‘Brainy’ there pops another load daemons on our asses, I say we shoot him in the back of the head when he’s not looking, and tell the –I- he slipped in the shower or something’ thats a bit rubbish.
If a player has been really trying all night to help the group but the luck of the dice are against him, arbitrarily just popping a cap in his head is poor gamesmanship (unless he’s daemon hosting
). But starting an argument about ‘can we trust the pale skinned freak’, and seeing where that goes, that can be cool.
On the posts other people have posted about the –I- reaction to the party executing there own. Acolyte cells are fairly autonomous, and while untimely they must answer to the –I- , out in the field there expected to make judgement calls and to live with the consequences of those choices. Ultimately this is one of the central themes of the game, making the hard call. However, as in the depths of space no one can here you scream, likewise in the depths of the hive the Inquisitor can’t see you stick a plastic bag over the head of a team mate and write up there death on the official report as ‘due to enemy fire’. Inquisitors that seem to know everything can be scary, Inquisitors that do know everything because the Ref knows everything are rubbish.
Ultimately though the problem lies with the arbitrary nature of the perils table, its perhaps a bit like comparing apples to oranges but within the wargame the effects of perils tend to only affect the Psyker, but in DH they tend to affect the group as a whole. That really shifts the responsibility of psychic actions from being a personal decision to a group one (can I risk this / can we risk this). Personally I’ve abandoned the table as a ref, and now try to make phenomena up on the fly, my players trust me to be fair and so far so good.