Greetings.
I've been a GM for 20+ years now, and I've played mostly Ad&d, Warhammer fantasy and lately some Dark Heresy/Only war. So far Dark Heresy is my favorite. I've done all the mistakes that can be done as GM, but now that I'm 40, I've finally learned my lesson;-)
The golden rule of any form of RPG is to have fun! For me it's all about telling a good story and see how the players react to problems and issues that crop up in a campaign. I always plan on playing the same campaign for a long time. I measure my own success by looking at the group. Success is when players can't sit because of excitement. Failure is when most of them browses facebook on their phones.
I've encountered all types of players; the drama queens, max/min, rules lawyers, xp-freaks and whatnot. I used to strike down anyone that didn't suit my type of play, but that is obviously silly. A few max/min players, rules lawyers and story driven players are all needed to get a divers mix of the group. All the different players have different motivation to play the game. Some like a good story, some like to evolve their character, some enjoy the puzzle solving and some just wants to "kill stuff". This brings me to my problem with 2ed.
Players are driven by different things, but a few things seems to be the same for most of them. Story and character development. I would like to talk about character development.
For my group, development is divided between story, xp and gear. Story I can handle. Xp-flow is also easy to handle and it allows me to guide the pace of development in skill and talents. It's the "Gear" part I struggle with. I've already observed the max/miners calculating how to get bolt pistols, chainswords and power armor. I found it ALOT easier when I could handle the currency flow(as it was in 1ed). I need some motivation to use the influence/subtlety system (planning on house ruling currency). What I'm asking is if some experienced GM/Players could give me some guiding into Influence/Subtlety because I spend more time trying to explain to my players why I don't want them fully decked out on the first night of play than actually trying the new system. The rules lawyers with the max/min players quickly found out %-chance of this item and that item and I find it silly. I know Inf-stat represents their currency, but WHY did they have to go that route? I could live with it in Only War as the setting was different.
Seems like i wrote a book.... Could have just done a "hate Influence, it sucks!";-)
Cheers