Long post. Sorry!
So, I'm about to finish my Black Crusade campaign.
A rotating roster of 9 players, weekly sessions with 3 - 6 players present plus me game mastering and a total of 49 four-hour sessions, the last of which is on Monday. It's been a ride.
First things first - thanks to FFG for publishing and supporting a fascinating game! Although I must say that BC wasn't the game I envisioned it would be after reading the core book. Our campaign focused on the heretics slowly grinding away at an Imperial hive world from within, whereas the supplements seem to presume the PCs are a roaming band of superhuman monsters hunting for magic items in the Screaming Vortex. That said, the Hand of Corruption is a lovely supplement for a framework for the PCs to go to town within Imperial space.
Like its characters, BC is a lumbering, mutating monstrosity of a game without the las-like focus of the other 40k RPGs. But I took what I could from the different source books and wrestled it into what I like to think was a memorable campaign.
THE BLOODY SOLSTICE took place on Malfi, the Calixian hive world known for its corrupted nobility and massive industry as well of its critical position in the Malfian Sub-Sector and near the Maw. Also, Malfi had the Bloody Solstice uprising 25 years back (in our campaign timeline) that almost ruined the world. I decided this game would have a tight focus: it would be about Malfi, its people and its fate, as well as about the PCs'. I decided the game would end if the PCs left Malfi or one of them would reach ascension or spawndom. The latter happened 2 sessions ago as the group's witch is now slowly melting away… No-one ascended, but with one more session to go, there might be surprises yet.
In collaboration with the players as well as several players playing different NPC factions online we created approximately 100 named NPCs, each with a major or a minor role in the proceedings and usually a link to the PCs. For each player I asked for a few NPCs that would be important to them and for whom they would sacrifice. But the NPCs would be mortal and the scenery collapsible - if a NPC should die, it would simply create a power vacuum for the PCs and the NPCs to fight over to fill.
I had no clear plot in mind, really. The Bloody Solstice would be all about sandbox. I knew what the NPCs wanted and how they would go about their plots and how they'd involve the PCs, but I never knew the outcome before the players made their decisions. I let the players write their own pacts and then assign the rewards on completion. One of my goals was to create a world so hateful and toxic - "an Imperial boot on the face of mankind, forever" - so hostile for the PCs and their loved ones that turning to the Chaos Gods for a Faustian bargain for power would seem like reasonable deal. The PCs would be the Good Guys.
As an aside, I heartily recommend online NPC factions! I had few of the major Malfian power brokers controlled by my online chums, with them receiving reports weekly and then plotting away, giving me "orders" for their NPCs. I was constantly and pleasanty surprised / horrified by the events conjured up by the tug-of-war between the NPC factions, the PCs and their criss-crossing plots.
As a starting point, I discouraged CSM characters and thus the PCs took human archetypes. Each PC would be integrated into the Imperial society, slowly realizing that it wasn't them who were mad - it was everyone else. So we had the following:
An Imperial Navy Air Force colonel, protecting his secret mutant daughter.
An Arbitrator detective, with 30 years record of patrolling the Malfian cesspool.
A PDF general protecting a corrupted commercia banker.
A Schola Progenum teacher, and also a secret psyker, sending unending waves of childred into pointless wars.
An inquisitorial acolyte, serving as an executioner for an incompetent monodominant.
A renegade navigator turned smuggler.
An Ad Mech genetor, overseeing an inhuman crusade refugee camp.
An Imperial Guard deserter, working as muscle for Malfi's crime bosses.
A lesser nobleman, overseeing a wasteful manufactoria.
The kick-off was a group of heretic NPCs, coming back to Malfi to kick-start the Bloody Solstice all over again. They quickly failed, but brought the PCs together and left them with forbidden tomes on sorcery, rituals and other keys to seize power and perhaps start their own Bloody Solstice. Meanwhile, the world would grind away at the PCs, forcing them to take action.
The campaign was divided into 8 arbitrary "seasons", each focusing on one development or a pact.
Season I saw the players coming together and introduced the major power brokers on Malfi and saw the first grabs for power from House Corvus, played by an online player, dragging the PCs into his plots.
Season II had the PCs come up with their 1st own pact to eliminate their closest enemies and brought on the fall of the Kymerys Banking Concern, a pyrrhic victory leaving some loved ones dead and some PCs on the run. We also saw our first major rituals and summonings.
Season III heralded a gang war for the control of the Malfian Underworld with bodies piling up in Malfian gyn-joints and obscura dens.
Season IV had NPCs already antagonized by the players forming their own conspiracy within Imperial ranks - it was defeated, but with a cost. PCs were widowed, forced into patricide, their pact foiled and were forced to witness House Corvus rise to the throne of Malfi while the Administratum tightens its grip on the planet.
Season V had the players actively seek elevation in the Imperial ranks, installing their own corrupt puppet ruler for Malfi while the Imperial society slowly fell apart around them.
Season VI saw several long-running subplots explode as rival Arch-Heretics and hidden Xenos forces rose to challenge the PCs while the players maneuvered Malfi into a bloody civil war, with bodies piling up to the skies.
Season VII had the PCs deal with the rival heretics and the threat of Necrons, saving the world in a somewhat ironic development. The civil war reaches its end, practically undecided, leaving most PCs declared Hereticus Termini and Malfi in ruins.
Season VIII is the final round of back-stabbing amongst the survivors - and the PCs! We even had some GM-approved PvP. A final contest on who gets to be the ruler a smoking heap of ruins. And for the PCs, a contest on who gets to live and who gets a happy ending.
Well, to paraphrase: "If you thought this had a happy ending, you haven't been paying attention."
And how they ended up, this warband calling themselves "The Trusted"? Well:
The colonel, now a mutant himself and the leader of the victorious Malfian Seditionist Army. His daughter turns into a Khornian angel of vengeange, striking at the Imperium after the death of her mother.
The detective, now acting Lord High Justice and a Slaaneshi cultist, cripples the Arbites machine from within while Malfi burns.
The general turns to Tzeencth and is basically the architect of the entire downfall of the Malfian nobility. He ends up corrupted to death as the daemons he commanded finally turn on him.
The teacher ends up sacrificing his students before giving them up to the Imperial machine and ascends to control the daemonhosts the PCs have as Malfi's puppet rulers.
The acolyte foils the Inquisition's attempts to find the heretics' true identities time after time, but loses his bride-to-be and is forced to kill his own father to hide his heresy.
The navigator smuggles on, managing to avoid getting entangled in the plots and heresies.
The genetor turns into the greatest mass-murderer in the Malfian Sub-Sector history, poisoning the air of Malfi with his Nurglian "creations".
The deserter finishes his list, enacting vengeange on the Guard that betrayed him and rising as the Boss of all Bosses in the Malfian underhive but loses everything he loves in the process.
The nobleman is reduced to a ragged mutant scrounging the Malfian Scav-Zone after enacting Shakespearian vengeange on his whole family.
It was a bold experiment in making a sandbox campaign as open as possible in the 40k setting. I basically laid out the setting and said to the players "there it is - go nuts". And they did, although without a strong framework to force the PCs to work together they really never found a common goal outside their pacts. Hell, they even played actively against each other, offing major NPCs relevant to other players and foiling each others' plots. So it was bold, but not not entirely successful. On the other other hand, it organigally simulated the very nature of Chaos, always as much war with itself as it is with the Imperium.
Were they the Good Guys? On occasion, yes: they did sacrifice their own plots to save NPCs important to them, for example. But power corrupts, and some developments in the campaign would be too much for an Eli Roth slasher flick.
Perhaps the most meta commentary was said by the usually quiet genetor in the penultimate session, when one of the old Bloody Solstice NPC heretics arrives to compliment the Nurglian madman of his achievements. "It dawned to me when I killed [former Lord High Justice] Milo: senseless violence is the answer. Not plots, not plans, just random chaos." A grox chasing a Rhino APC, indeed, with no idea what to do when it catches it.
Every session I would start with the same words: "Welcome to Black Crusade. Remember, it is not us who have betrayed the Imperium; it is the Imperium that has betrayed us." After the halfway point in the campaign the words began to ring false to the players.
"I… think it's us who're done the betraying."
"Are we the bad guys?"
CHAOS UNDIVIDED!