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Rogue Trader (wh40k) RP-- Get your ass to the in-character wave! Seriously!

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Posts

  • HavelockHavelock Registered User regular
    edited October 2009
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    Havelock on
  • ExarchExarch Registered User regular
    edited October 2009
    Havelock wrote: »
    Exarch wrote: »
    A lot of the issues are coming from the massive number of typos and the vague terminology.

    I've noticed the typo thing happening all over the place in my DH books. It's not a deal breaker, but if the typos are particularly egregious I start to grind my teeth. How bad is it with RT?

    It's workable, not anything to boycott over, but it's bad enough to make some legitimate snarky comments. Sure the book is huge, but the percentage of typos has meant we've run into them really fast compared to every other game system I've played. I'm more annoyed by some of their descriptions, which often can be interpreted multiple ways.

    That said, the game is too fun to really get worked up over the minor issues it has. If you have a good GM who can make calls on the fly the players will hardly notice.

    Exarch on
    No gods or kings, only man.
    LoL: BunyipAristocrat
  • HavelockHavelock Registered User regular
    edited October 2009
    Exarch wrote: »
    Havelock wrote: »
    Exarch wrote: »
    A lot of the issues are coming from the massive number of typos and the vague terminology.

    I've noticed the typo thing happening all over the place in my DH books. It's not a deal breaker, but if the typos are particularly egregious I start to grind my teeth. How bad is it with RT?

    It's workable, not anything to boycott over, but it's bad enough to make some legitimate snarky comments. Sure the book is huge, but the percentage of typos has meant we've run into them really fast compared to every other game system I've played. I'm more annoyed by some of their descriptions, which often can be interpreted multiple ways.

    That said, the game is too fun to really get worked up over the minor issues it has. If you have a good GM who can make calls on the fly the players will hardly notice.

    That's what I got the impression of. I'm going back and forth as to whether I should purchase this yet. I was going to wait until Ascension came out for DH, but that may take a while.

    Havelock on
  • DouglasDangerDouglasDanger PennsylvaniaRegistered User regular
    edited October 2009
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    DouglasDanger on
  • kdrudykdrudy Registered User regular
    edited October 2009
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    Which is a little odd considering a bunch of guys in Minnesota made the game.

    kdrudy on
    tvsfrank.jpg
  • DarkPrimusDarkPrimus Registered User regular
    edited October 2009
    kdrudy wrote: »
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    Which is a little odd considering a bunch of guys in Minnesota made the game.

    It's a Warhammer 40k game, and Warhammer 40k is a Games Workshop property. Games Workshop is based in the UK, and as such all of their literature is written in the Queen's English. It's not odd at all.

    DarkPrimus on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited October 2009
    kdrudy wrote: »
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    Which is a little odd considering a bunch of guys in Minnesota made the game.

    In the grim dark future of the 41st millennium, there is only the Oxford English Dictionary.

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • Mr_RoseMr_Rose 83 Blue Ridge Protects the Holy Registered User regular
    edited October 2009
    kdrudy wrote: »
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    Which is a little odd considering a bunch of guys in Minnesota made the game.

    In the grim dark future of the 41st millennium, there is only the Oxford English Dictionary.

    But that's all right because it is now the size of a planet and includes every word, ever.

    Mr_Rose on
    ...because dragons are AWESOME! That's why.
    Nintendo Network ID: AzraelRose
    DropBox invite link - get 500MB extra free.
  • AzegorothAzegoroth Registered User regular
    edited October 2009
    Mr_Rose wrote: »
    kdrudy wrote: »
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    Which is a little odd considering a bunch of guys in Minnesota made the game.

    In the grim dark future of the 41st millennium, there is only the Oxford English Dictionary.

    But that's all right because it is now the size of a planet and includes every word, ever.
    Ah yes, the ordo lexicanicus of oxfordia.

    Azegoroth on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited October 2009
    Azegoroth wrote: »
    Mr_Rose wrote: »
    kdrudy wrote: »
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    Which is a little odd considering a bunch of guys in Minnesota made the game.

    In the grim dark future of the 41st millennium, there is only the Oxford English Dictionary.

    But that's all right because it is now the size of a planet and includes every word, ever.
    Ah yes, the ordo lexicanicus of oxfordia.

    They had a index page once, but it was run by an AI so it had to be purged.

    Now the largest moon in the system is full of clergymen shuffling punchcards around in filing-cathedrals.

    Zetetic Elench on
    nemosig.png
  • psycojesterpsycojester Registered User regular
    edited October 2009
    Azegoroth wrote: »
    Mr_Rose wrote: »
    kdrudy wrote: »
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    Which is a little odd considering a bunch of guys in Minnesota made the game.

    In the grim dark future of the 41st millennium, there is only the Oxford English Dictionary.

    But that's all right because it is now the size of a planet and includes every word, ever.
    Ah yes, the ordo lexicanicus of oxfordia.

    They have a choir of Astropath's monitoring all communication in the Imperium and legions of field agents, if they catch you using a word that isn't in the Dictorium they'll hunt you down and purge you. Emperor help you if you were playing scrabble at the time.

    psycojester on
    [SIGPIC][/SIGPIC]
  • DouglasDangerDouglasDanger PennsylvaniaRegistered User regular
    edited October 2009
    So has anyone else played the game yet? I have had a lot of stuff going on, so I haven't had a chance to make a character yet. I tried to use the character sheets here, but I can't get them to open on the computer with the printer.

    DouglasDanger on
  • HavelockHavelock Registered User regular
    edited October 2009
    Azegoroth wrote: »
    Mr_Rose wrote: »
    kdrudy wrote: »
    Havelock wrote: »
    Failing the course untraveled thing leaves the navigator stunned, if it fails by three degrees or more (i have no idea what that means), he is stunned for 1d10 rounds and gains an insanity point.

    Failing Tides... he havles his agility bonus for iniative and may only take a half-action because he loses his grip on reality, leaving him confused. Failing by three degrees or more he winks out of existence for 1d5 rounds(there is a d5?) and then reappears in the same place.

    The Navigators have a much more personal relationship with the warp than psykers, from what I can tell. The two classes may both use the Warp, but they use it very differently. They can't have the warp do a bunch of crazy shit, demons won't explode out of their head or anything like that kind of stuff that happens when psykers screw up.

    Makes sense. I don't think I'd entrust the safety and navigation of a ship with 10,000+ souls on board to a person who runs the risk of being possessed by a Daemon/swallowed by the Warp on one of their bad days.

    There is still a lot of crazy shit that can happen, from the looks of it. You can arrive really, really late at your destination, for example, you can encounter all sorts of crazy stuff with alarming regularity, depending on rolls and GM discretion.

    I think the typos things is being overstated. I think some of the typos ae actually British English, such as "traveller" and "savour."

    Which is a little odd considering a bunch of guys in Minnesota made the game.

    In the grim dark future of the 41st millennium, there is only the Oxford English Dictionary.

    But that's all right because it is now the size of a planet and includes every word, ever.
    Ah yes, the ordo lexicanicus of oxfordia.

    They have a choir of Astropath's monitoring all communication in the Imperium and legions of field agents, if they catch you using a word that isn't in the Dictorium they'll hunt you down and purge you. Emperor help you if you were playing scrabble at the time.


    I wonder how grave an offense would have to be for the Ordo Lexicanicus to order an Exterminatus on a planet.

    Havelock on
  • MaticoreMaticore A Will To Power Registered User regular
    edited October 2009
    Confusing Your and You're.

    Maticore on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited October 2009
    "irregardless"

    Zetetic Elench on
    nemosig.png
  • HavelockHavelock Registered User regular
    edited October 2009
    I always thought it would have to be something that would render the planet beyond saving.


    Like adding IM phrases into the local dictionary.

    Havelock on
  • DarkPrimusDarkPrimus Registered User regular
    edited October 2009
    "lol i troll u"

    -Last known transmission from Forbidden World Teratax VI

    DarkPrimus on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited October 2009
    So has anyone else played the game yet? I have had a lot of stuff going on, so I haven't had a chance to make a character yet. I tried to use the character sheets here, but I can't get them to open on the computer with the printer.

    I had a brief session after our character building was complete last week. We didn't do much, though, just a bit of setting exposition and a brief fight with some murder servitors. The Rogue Trader's ability to give anyone he can see who can hear him a +10 to any test once per round is especially tasty. I also like that if you're trained in a weapon class, you can use all of the types of that weapon; for example, my Explorator has Basic weapon training (universal), which allows me to fire bolt, las, sp, melta, plasma and launcher guns.

    Aside from that, so far it's basically Dark Heresy with the awesome dial turned up, which suits me fine. I'm really looking forward to taking control of the ship :)

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • HavelockHavelock Registered User regular
    edited October 2009
    Aside from that, so far it's basically Dark Heresy with the awesome dial turned up, which suits me fine. I'm really looking forward to taking control of the ship

    This makes me look forward to Ascension. Which is actually supposed to be Dark Heresy with the awesome dial turned up.

    Havelock on
  • PolloDiabloPolloDiablo Registered User regular
    edited October 2009
    Havelock wrote: »
    Aside from that, so far it's basically Dark Heresy with the awesome dial turned up, which suits me fine. I'm really looking forward to taking control of the ship

    This makes me look forward to Ascension. Which is actually supposed to be Dark Heresy with the awesome dial turned up.

    What is Ascension?

    PolloDiablo on
  • HavelockHavelock Registered User regular
    edited October 2009
    Havelock wrote: »
    Aside from that, so far it's basically Dark Heresy with the awesome dial turned up, which suits me fine. I'm really looking forward to taking control of the ship

    This makes me look forward to Ascension. Which is actually supposed to be Dark Heresy with the awesome dial turned up.

    What is Ascension?

    It's to be a rule book for Dark Heresy that allows you to continue your characters beyond the highest class rank attainable in the original DH core book. From what I've heard, it places you in the role of Interrogator, and is supposed to put the players on an equal footing with the power level of the classes found in Rogue Trader. Naturally it hasn't come out yet, but I assume it'll come out some time after The Radical's Handbook.

    Amazon has some info on it, and I think the Fantasy Flight DH website has some too, since I recall digging up some info on it there.

    Havelock on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited October 2009
    Hmm... I'm not sold on Ascension, seeing as my GM's biggest challenge was keeping our Dark Heresy characters poor to stop us steamrollering everything in our path. I guess it depends on the scenarios suggested.

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • PolloDiabloPolloDiablo Registered User regular
    edited October 2009
    Interesting. I'm sad because my friends would rather play pathfinder than dark heresy. I think that's the wrong choice.

    PolloDiablo on
  • MaticoreMaticore A Will To Power Registered User regular
    edited October 2009
    Hmm... I'm not sold on Ascension, seeing as my GM's biggest challenge was keeping our Dark Heresy characters poor to stop us steamrollering everything in our path. I guess it depends on the scenarios suggested.

    Really? If your DH characters were that powerful then he should have been throwing serious challenges at you, Aliens etc. I hate to say it but my one flaw with DH is that it's almost three times as much work for the DM to prepare for games since you have to custom-make nearly every enemy if you want the game to be a credible challenge.

    Maticore on
  • SJSJ College. Forever.Registered User regular
    edited October 2009
    Interesting. I'm sad because my friends would rather play pathfinder than dark heresy. I think that's the wrong choice.

    Hahaha, I'm sorry man, pathfinder is so crappy

    SJ on
  • HavelockHavelock Registered User regular
    edited October 2009
    I've not played on the Pathfinder system yet, but I haven't heard terribly great things about it. For something that billed itself as a fix to all of 3.5s woes, I've heard it fell rather short of the mark.

    Havelock on
  • SJSJ College. Forever.Registered User regular
    edited October 2009
    Well, it buffed the underpowered melee (well, non-caster and non-psionic) classes of 3.5

    And then it buffed everything else as well, so it didn't really change anything.

    SJ on
  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited October 2009
    Maticore wrote: »
    Hmm... I'm not sold on Ascension, seeing as my GM's biggest challenge was keeping our Dark Heresy characters poor to stop us steamrollering everything in our path. I guess it depends on the scenarios suggested.

    Really? If your DH characters were that powerful then he should have been throwing serious challenges at you, Aliens etc. I hate to say it but my one flaw with DH is that it's almost three times as much work for the DM to prepare for games since you have to custom-make nearly every enemy if you want the game to be a credible challenge.

    We were getting a fair amount of xenos, but the campaign was based around a rogue trader vessel which was slightly more rogue than it should have been, so there were a couple of human fights as well. Looting was handled quite well by using the ganger scum weapons, as they provide a credible threat without being that enticing for a player, so we weren't hauling around uber-guns by the end of the campaign - the only real additions to our arsenal were a heavy stubber, a shiruken pistol and plasma gun with very limited ammunition, and a few best-quality melee weapons.

    Rhesus Positive on
    [Muffled sounds of gorilla violence]
  • Zetetic ElenchZetetic Elench Registered User regular
    edited November 2009
    Very, very cool plot, psycojester; it sounds like a nice introduction to the game. I absolutely adore the opening banquet scene - it gives you a great chance to hit the players with a shocking and dramatic vista - you know: "you move to the balcony and look over the city; gunfire and explosions erupt in the streets below, as burning strike craft and debris streak through the atmosphere. In the distance, the gutted remains of an Imperial frigate drift slowly to the surface..." Yum.

    Here are just a few thoughts I had on your outline; they're not especially original or anything, and I'm sure you're thinking about these points already, but if I help even a little then I'm happy. :) Feel free to ignore any of these, of course! It sounds like you've got a really good grasp on what makes a good campaign.
    First, I think that initial section is a brilliant opportunity to mislead the players. I think if you use the scenes before the banquet to hint at the main Endeavour that the party expect to come out of this banquet, one which makes the real campaign come as an unexpected shock, it will up the impact a bit, which is fun. :) If you want to raise the shock value of the attack further, you can make a big display of how powerful and well-protected this world is - maybe squadrons of Imperial Navy ships passing over the planet as the party's vessel approaches?

    Second, I think the escape sequence can become an Endeavour in itself. I only see one problem with the plot as it stands right now, and that's what's happening to your ship as you're isolated from it - if this Chaos fleet is powerful enough to smash the planet's defences so quickly, how does your ship manage to survive?

    The cool thing about Endeavours is that they're the perfect way to reduce railroadiness - the players have to hit a number, and there are more than enough objectives to hit that number, so they can pick and choose which goals they want to go for, and exactly how they want to go about those goals. They're really a great tool, both for planning the overall campaign and for laying clearly out to the players what their current goals are.

    So to kill two birds with one stone, one cool way to explain the survival of the party's ship, and to keep them involved with their ship's survival, while also giving them a few different options, might be to have them moving through the city recapturing defences and comms with which to direct and defend their ship, or something similar. They can choose which objectives they want to go for and each one can have a different knock-on effect. It's like a mini-Endeavour, except rather than granting Profit Factor, defending the ship and successfully escaping the planet fulfills one objective of the greater Endeavour, if you see what I mean.

    If the opening gave the players a way to ease into social interaction in this world, this will give them a nice easy taste of goal-oriented battle, possibly even commanding some tattered guardsmen survivors or something. They don't have to complete all the objectives, but perhaps each one completed much reduces damage done to their ship?

    Third, I think the Chaos picket ship would make an awesome antagonist for the campaign. You get the chance to show off how ancient, sinister and powerful it is to begin with, and it can hound them throughout the campaign until the party figures out a way to destroy it, whether through direct confrontation or some trick maneuver involving the terrain of space. What would be cool is that you can alternate the fairly small-scale and investigative Cultist plot with large-scale attacks from the Chaos picket ship. Destroying the picket might even contribute achievement points toward the larger Endeavour.

    The Cultist plot, by the way, is great. Maybe if you really want to motivate your party at the beginning of that plot, subtract a point of Profit Factor for every rich, paying noble refugee who gets horribly eviscerated...

    Finally, I spy potential there for a sequel - I suspect your players will want to get involved in the eventual confrontation between the Imperial Navy and the Chaos Fleet, and they still have to collect their bounty from the Governor. It's possible you've outlined the first half of a very cool campaign with a gigantic finale.
    As for time, it really depends on how much detail you want to get into. The advantage of GMing is that you get to zoom in and out at will - if you take the planet defense objective I was rambling about earlier, for example, you could play that street-by-street, high detail, long adventure - or you could blow through it in a single session. I would say, however, that for what you've outlined you're probably looking at about at the very least three sessions. That is purely going by my own limited experience, though. :)

    Zetetic Elench on
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  • Zetetic ElenchZetetic Elench Registered User regular
    edited November 2009
    Ah, I really like the tortured choir! That's a really good twist, and seals over a lot of potential problems.

    One thing that could come up is that once the picket is knocked out, there's no reason not to broadcast a message anymore, but broadcasting a message isn't quite the same heroic image as arriving in Imperial space with a dire warning.

    You can play that one by ear I guess, either saying that you're so close it'd actually be quicker and wiser to arrive in the system personally than risk your message getting lost in the warp or being heard by other ears. Or more dramatically, knocking the Astropath out when the choir dies in a numbing wave of psychic energy.

    Zetetic Elench on
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  • Rhesus PositiveRhesus Positive GNU Terry Pratchett Registered User regular
    edited November 2009
    My GM started with much the same scenario - an interrupted banquet. I echo Zetetic's approval, as it definitely gave us as players a chance to roleplay; we had to describe how comfortable we were in the formal situation, what deference to the occasion we'd made as regards how many weapons we were carrying, our table manners, style of clothing, whathaveyou.

    Rhesus Positive on
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  • DarkPrimusDarkPrimus Registered User regular
    edited November 2009
    If somehow they take refugees on board and manage to get help and come back to assist in defeating the Chaos attackers in a relatively short period of time... the cultists could hide on board after the rest of the refugees had left, biding their time to exact revenge...

    DarkPrimus on
  • TheBogTheBog Registered User regular
    edited November 2009
    Alright. For those of you who already have a hang of this game, do you think it would be feasible to do as a play-by-post? I have access to the book, but haven't had time to flip through it yet.

    TheBog on
  • UtsanomikoUtsanomiko Bros before Does Rollin' in the thlayRegistered User regular
    edited November 2009
    There have been about 5 or 6 PBP games of WH40kRP run on these forums before, and mechanically it runs ok. The overall looseness of the game and required amount of GM intervention leads to a bit more downtime than your typical D&D forum game, but it's certainly possible to accommodate for that kind of play.

    Utsanomiko on
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  • DouglasDangerDouglasDanger PennsylvaniaRegistered User regular
    edited November 2009
    I am very interested in play by post. I don't really have any opportunity to play otherwise.

    DouglasDanger on
  • TheBogTheBog Registered User regular
    edited November 2009
    Same here. All my friends are far too busy to organize.

    TheBog on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited November 2009
    Absolutely, 100%. Someone's gotta start one.

    Who's most interested in GMing?

    Zetetic Elench on
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  • TheBogTheBog Registered User regular
    edited November 2009
    I can't do it. I've only ever GMd a single unfinished 4e campaign, and I've barely even looked at Rogue Trader. But I'd be interested as fuck in playing in one.

    TheBog on
  • Zetetic ElenchZetetic Elench Registered User regular
    edited November 2009
    I've never GMd before, ever. I'd do it only if absolutely no-one else would.

    Zetetic Elench on
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  • TheBogTheBog Registered User regular
    edited November 2009
    Hmm... I guess people just hate the 40k universe and are un-american and hate freedom.

    TheBog on
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