Maybe. It's something I've been thinking about for some time. Let me break this down and you guys can see if you've had similar experiences. I have been thinking about this for a while now. Still haven't decided 100%, and let me also preface this by saying that my players are prettymuch awesome, and are down for whatever crazy experiments I come up with.
To remove my ego: When I started running DH, it was after a long period of playing RT with the guys. We were losing some players and were looking at a reboot, and I felt that they hadn't seen how grimdark it was supposed to be. RT's a bit too freewheeling. I wanted to show them all sorts of really messed up things and screw with their heads. While this has been tremendous fun for me and there have been moments of reward for the players as well, I realized recently I have been writing missions more for myself than the players. The big story arcs were getting covered up by the fact that the players felt detached from the importance of the missions.
To give the players agency: While they weren't complaining about it, I could tell they weren't feeling like what they were doing had a lot of impact on the overall game. I would put in hooks and reminders of the results from a previous mission, but since they didn't really have any choice in being sent or knowing why they were sent there, it didn't have a lot of punch. They never had any choice in what missions they would be going on, and the worst part was that one of them felt like any old dude off the street could be sent to do what they were doing, and their personal skillset didn't seem to impact things much. This relates to my first point, and reminded me that my writing needed some work. I want them to feel like they're able to follow along a plot to fruition.
To better establish cause and effect: Again, many of these points are related, but I see this as a big weakness in running a DH game. The players are not yet trusted. While it's fun to ham this up earlier on, it also gives off the impression that what they do doesn't matter much. Even if it DOES matter a LOT, they are never really shown the big picture to see what they're up against, why they are dispatched somewhere, what they're possibly preventing, etc. There are lots of crazy things going on behind closed doors and they don't know about any of it.
To bring in the cooler elements of Inquisition factions: One of the persistent threads in our missions involves some things going on in the background with a Radical Inquisitor and one of his cells. I like that, and I think they like seeing some of it around the edges. I would like to get them more involved in that and allow them to find out more about their own Inquisitor and the rival Inquis.
To harness the awesomeness of some of the books I've read: Some of the most fun I've had in the 40K universe came, surprisingly, from the pages of the Eisenhorn and Ravenor series' amazing stories full of twists, turns, moral quandaries, and high stakes. I would love to get some of that in my game but no matter how great the scenerio, those little guys just can't pull off some of this stuff. I want them to see the power and responsibility a real rosette can carry.
That's the main thrust of it. For the sake of brevity I've tried to keep it simple. The biggest thing for me is to make it more fun and more about the players. They are not AT ALL power gamers, but it's a little tough to explain why they are so weak, underpayed, and generally kept in the dark. They get it, they understand how paranoid the Inquisition is and how many little acolytes there are, and what their roles are, but it's just not as fun in my opinion. Ascension-level characters and plots have the benefit of neatly sidestepping many of the weaknesses and challenges in running a DH game. What do you guys think? Have you seen Ascension as fundamentally different or is it just what you did once your players leveled up? It would take ages for us to get there…