For players yet to play it; this spoils Traitors Dawn (The adventure in the back of first founding) I'll be posting how my group did it and some personal insights on running scenes and what I made of this adventure. (Spoilers- I really liked it)
I just finished Traitor's Dawn for our group and while prevailing over the Alpha Legion at heavy causalities I have to say having played Deathwatch and read some of the pre-gen stuff in preparation for running this was a bloody good adventure. I'm curious as a GM who just finished it how the adventure went for other GM's and players; my group was
Assault Marine Black-shield
Tactical Marine Space Wolf
Liberian Blood Angel
Apothecary Ultramarine (Elected Kill-Team leader for this mission)
Tech Marine Dark Angel
Starting off I gave them some background each; so some knew the planet while others the reason why the blockade had started. The tech marine had been told the Space Wolves were interested in the world and would go about removing certain bits of technology from it (a la the idea that you can't have recording technology on Fenris) while the Space Wolf was told the Mechanicum wanted to lay claim to the world for themselves. Thus a tension was born. One that never really interfered so far but it did create some good moments.
Arriving on their own ship after receiving an transmission the Kill-Team are thrust into the meeting with little to no fan fare. There comes the first taste that this session will be somewhat different from a normal kill everything DW game. I didn't introduce the Tension tracker until after this scene since I wanted to gauge the general view each person had on the chapters. The Tech-Marine bonded with the Iron hands while the Blood Angel saw the White Scars point of view. After heaving arguing between PC's and NPC's the White Scars leave but are convinced by the Blood Angel who had their corner the entire discussion to give the Salamanders and Iron Hands time to co-ordinate strikes.
So at the end of the first RP session the players had a viewpoint on what chapter they thought “was right”. At this point the Tension-Tracker is introduced; I opted for the “Chapter v Chapter and Chapter V Kill-Team” idea which I felt helped characters to play to their demeanour. With a real risk/reward option riding on social interactions I found players wanted to actually roleplay encounters vs “trying to roll charm” which was a nice addition.
Deciding that Knowledge is power they go with the Iron Hands and fight along their forces. Leading to such moments as “The Blackshield attempting to use the Iron Hands gunship without their permission” which added to the tension tracker. Going down into the hive I had servitors attached to the walls sprouting pro imperial rhetoric like “Is your friend acting shifty? Refusing to share details? He might be a heretic...” which caused everyone to look at the Black Shield and ask questions. The Space Wolf shined as he calmed the populace down and found their way to the Mechanicum temple.
The Temple itself was a small maze of old disused relics and information; filled with booby-traps including loudspeakers that shoot fire when unidentified genetic material was detected; corridors that rotate and doors that drop down and cut PC's off. It wasn't a combat situation but it certainty put them on their toes.
This led to one of the highlights for the players and a warning about the quest for loot in non D&D games. After a corridor separates them for their tech priest the Apothecary finds a dark blue space marine helm; it's labelled in binary so he doesn't know what it is but I tell him “It's Darker then your colours and it looks quite old” so after finding information out the Apothecary puts on the helmet and when nothing happens goes to take it off; but it doesn't come off. It gets stuck. Then suddenly the runes turn and the Night Lords symbol appears the helmet begins to reshape and wings emerge. It then talks out loud. In an alien voice to the owner. The Apothecary panics and starts trying everything to get the helmet off the other players try and help and after some roleplay the Psyker manages to get the helm off.
The whole incident was classic though and something the players seemed to enjoy; well besides the Apothecary. The interaction with the Iron Hands and the populace was a nice bit of roleplaying by everyone. I threw in some Salamander/Iron Hand conflict by having them argue over tactics and have the kill-team make decisions by picking which chapter was right. On the whole the group was very pro Iron-Hands with the Salamanders a close second; the Liberian however still agreed with the White-Scars and this tension gave the group some time to actually expand on their characters.
After coming out of the Hive they get the signal to go to the flooded Hellsmark Hive where they are greeted with Salamanders checking bodies; after the Salamanders look at them for a second they open fire.
We do sessions lasting most of one day so this was the first session; at this point the group out of character suspected the Alpha Legion. Most have read Legion and know the fluff and were suspecting a cult or lest the work of some chaotic entity. When the Salamanders opened fire the tech-marine player went out loud. “Ah Alpha Legion” so I decided to roll with. Still the tension at this point was going south for the White-Scars with Salamander and Iron-Hands still being quite neutral.