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22:45, 19th April 2024 (GMT+0)

Rogue Trader: Discussion.

Posted by flakkFor group 0
Brimflame69
player, 115 posts
Thu 3 Jan 2013
at 17:40
  • msg #411

Re: Where did my Halo Artefact go to...

Sounds good and with this much interest I will be pushing forward for this game. I will be going for option #2 but will default to #1 if no one takes the RT spot. I'll create a few threads and drop the link.
Retias
player, 41 posts
Thu 3 Jan 2013
at 17:45
  • msg #412

Re: Where did my Halo Artefact go to...

Howdy Brim!

I for one am interested if you want to have me along for the ride. :)
KraznyOctobr
player, 3 posts
Wed 26 Jun 2013
at 01:33
  • msg #413

Question

Lately I have been toying with the idea of running a Rogue Trader game, but one set inside the Jericho Reach and part of the war.  My idea sort of places the Rogue Traders and their ships along the lines of Merchant Marines for the area, but also with the stipulation that the Rogue Traders can still explore, advance and establish trade with planets.  I am curious to see what the general opinion of the player population here is to this concept.  Rogue Trader is still a newer system to me.  The 40k universe is familiar to me as a player of a Deathwing army on tabletop, but obviously this is a different aspect to the universe.

So simply put, what do you guys think of this concept for a game?  My vision would involve a great deal of space combat along with exploration and xeno interaction as I feel the Tau would be the best venue for the Rogue Traders.
This message was lightly edited by the player at 01:39, Wed 26 June 2013.
SENIOR CARDINAL IGNATO
player, 220 posts
Innocence Proves Nothing
Wed 26 Jun 2013
at 23:02
  • msg #414

Re: Question

In reply to KraznyOctobr

Wow! And I thought we were all in a warp cryogenically sealed tube until next Crazy October, or any movement stern aft.  In reply to KraznyOctober, I have been wanting to play in space with the Emperor off my back since the game hit the shelves, every game PbP unfortunately has crashed and burnt upon take off.)  Even though I still just enjoyed the time we we're playing, I am that sick kind of role-player that only rule is to have fun;)  (Emoticon Overuse Warning System Employed!).  O.K. o.k. alright.

Option one like Jan;)  No harm Brim or anyone RL messes RPoL up big time, back to Option one.  We run KraznyOctober's game.  At least eight players will join in, (my guess, maybe six, a lot of people have spent hundreds of posts in character creation and watched them die.)  It may be more difficult than I first thought, I think disenchanted is probably apropos at this time, that is my estimation and luckily I am wrong 51% of the time, 95% percent of the time.

Option two:  Ifinally get up off my sorry arse and run a game of my own, which I was hoping to kickoff on the 4th.

Option three:  We band together and pool the remaining stragglers out of the warp drowning and run any game, any game.  I will gladly CO-Gm.  I have no problem with playing second fiddle.

Option four:  Everyone who has been playing awesomely that I have played with and yes I know who you are gives the game on RPoL one more chance provided they have the time, energy, mental fortitude and get rid of some insanity points:)  And comes up with a common solution to a common problem!

Option five:  I really like the idea of banding together to run RPoL games, I said it once I will say it again, emphasizing the use of two GM's, plus with the sound of your "setting" Krazy, in the Jericho reach.  I always thought RT was the greatest platform game 40k had.  So what if a Rouge Trader is "confiscated', "bonded", "loaned, "leased", by the long reaching arm of an Commissar leading a group of Imperial Guardsmen for an "ONLY WAR!" mixed in with "Rouge Trader", sounds fun, and something will most likely blow up in less than fifty posts!

Option Six: Def-Con One! Someone else has a brilliant plan about this game called "Rouge Trader", and this thread is taken over by a hostile acquisition.



Post Script:  Excuse the sarcasm it is really veiled tired whiney white collar problems on my favorite and absolutely best 40k forum this side of Koronus.  Good Luck to everyone's running games and blessed be ye bolters and die roller!
Alectai
player, 20 posts
Wed 10 Jul 2013
at 21:38
  • msg #415

Re: Question

Kind of want to play a Rogue Trader game lately...
crownblade
player, 64 posts
Thu 20 Feb 2014
at 22:05
  • msg #416

Re: Question

Lately I've been watching the new Black Sails tv series and it's inspired me to flip through my RT book again... So I was wondering if there would there be any interest in an RT game with a more piratical (I am aware that's not a real word) feel than the usual games.
flakk
GM, 716 posts
"The dude abides..."
Thu 20 Feb 2014
at 22:39
  • msg #417

Pirates #$%^ yah!

I'd be down for a RT game.   EVERY one that I have joined has died out way too soon after character gen.  Plus pirates are coool=:)
helvorn
player, 2 posts
Mon 24 Feb 2014
at 06:08
  • msg #418

Re: Pirates #$%^ yah!

Well, an RT is just an ethical slip away from being a pirate so why not!
Amora korzech
player, 19 posts
Deranged
and sleep deprieved
Mon 24 Feb 2014
at 19:38
  • msg #419

Re: Pirates #$%^ yah!

Some piracy would be an interesting adventure.
rancorius
player, 30 posts
Mon 24 Feb 2014
at 21:51
  • msg #420

Re: Pirates #$%^ yah!

I'd be interested in some pirating
Halancar
player, 4 posts
Mon 24 Feb 2014
at 22:10
  • msg #421

Re: Pirates #$%^ yah!

So would I
inirlan
player, 3 posts
Tue 25 Feb 2014
at 10:23
  • msg #422

Re: Pirates #$%^ yah!

Yo-ho, a pirate's life for me!
knightriefel
player, 1 post
Thu 27 Feb 2014
at 15:09
  • msg #423

Re: Pirates #$%^ yah!

If I were perhaps maybe to kind of run a piracy game, what would you guys be looking for? Would it just be a crew attacking/looting vessels and adding to their fleet? What else would be involved in the game?
crownblade
player, 65 posts
Thu 27 Feb 2014
at 15:37
  • msg #424

Re: Pirates #$%^ yah!

My basic premiss for a game is perhaps less illegal pirates and more Imperial sanctioned privateers, setting the game in either the Jericho Reach or the Spinward front. That would give the players freedom to pursue their own agenda and still having opportunities with the imperial authorities.
Halancar
player, 5 posts
Thu 27 Feb 2014
at 15:56
  • msg #425

Re: Pirates #$%^ yah!

knightriefel:
If I were perhaps maybe to kind of run a piracy game, what would you guys be looking for? Would it just be a crew attacking/looting vessels and adding to their fleet? What else would be involved in the game?


There's little real point in adding freighter (the most obvious prey) to a pirate fleet. Or else you're really a trader with a very aggressive acquisition department :) I think a pirate game should also have:
  • Some kind of home base were captured ships and cargo (and crew, maybe) can be sold.
  • Which immediately opens a lot of adventures in bars and encounters with shady contacts.
  • The occasional plundering action against planets, space bases, etc.



crownblade:
My basic premiss for a game is perhaps less illegal pirates and more Imperial sanctioned privateers, setting the game in either the Jericho Reach or the Spinward front. That would give the players freedom to pursue their own agenda and still having opportunities with the imperial authorities.


That should work well. After all, outside of official Empire territory, the rogue trader IS the law. Almost any action he takes is by definition sanctioned by the Empire... even if said action is preying on local shipping.
Sarge
player, 45 posts
Thu 27 Feb 2014
at 15:58
  • msg #426

Re: Pirates #$%^ yah!

Not big into Rogue Trader but I would assume plenty of running from Imperial Fleets, selling said booty, buying more gun, also shore leave, gotta spend that money on wenches and wine after all, maybe some mystery and horror on the ship when something not human gets aboard, maybe even a mutiny if the crew gets uppity. Also lots of scurvy if the players forget to buy citrus fruit while in port lol.

Maybe to fruit with them even more have the Gellar Field crash while in warp muahahahaha.
This message was last edited by the GM at 14:42, Fri 28 Feb 2014.
Halancar
player, 6 posts
Thu 27 Feb 2014
at 16:00
  • msg #427

Re: Pirates #$%^ yah!

Sarge:
Maybe to fruitwith them even more have the Gellar Field crash while in warp muahahahaha.


That's not fruiting with your players, that's killing your players. If you're that tired of the game, just suggest the group switch to something else for a while :)
This message was last edited by the GM at 14:42, Fri 28 Feb 2014.
SENIOR CARDINAL IGNATO
player, 223 posts
Innocence Proves Nothing
Fri 28 Feb 2014
at 03:10
  • msg #428

Re: Pirates #$%^ yah!

In my honest, yet unhumble opinion the Rouge Trader "phenomena", is as baffling as the space in which the men with the Warrants of Trade travel.  I remember the excitement of the build up before it came out, seems like longer than 2009.  I do not know of one game here on RPOL that has done very well, but I don't think it is all on the GM.

RT is huge in scope, and I am amazed still at the unique and vastly different feelings and flavors each GM has tried here on RPOL.  I do humbly believe if the game's dynamic is hashed out before RTJ's things might get through the Warp.

Starting with character creation, are you going to do it by the book?  A joint effort could take months and seems to kill games, but the ones that seem to have little character involvement in the building of the ship also do not seem to go over as well.

And who comes down to being the Rouge Trader or How many Rouge Traders are there?  And then the one I think really gets it going south spineward is REALLY what the frakk are we all doing in a 41k starship?

Do you want to pirate or privateer, do you accept Dark Eldar aboard, do any of the characters have any reason really to be with each other at all? These seemingly little things get big when you take on a Warrant of Trade.  And even if it flopped at 100 posts I will throw my Seneschal into the ring again, because it is frakking ROUGE TRADER.  And nothing, nothing is as cool as "Space Gangstas".
flakk
GM, 717 posts
"The dude abides..."
Fri 28 Feb 2014
at 14:43
  • msg #429

Re: Pirates #$%^ yah!

Just a reminder that this is not labelled an adult site so keep the language appropriate.  Thanks.
Halancar
player, 7 posts
Fri 28 Feb 2014
at 14:49
  • msg #430

Re: Pirates #$%^ yah!

My apologies.
knightriefel
player, 2 posts
Fri 28 Feb 2014
at 20:15
  • msg #431

Re: Pirates #$%^ yah!

crownblade:
My basic premiss for a game is perhaps less illegal pirates and more Imperial sanctioned privateers, setting the game in either the Jericho Reach or the Spinward front. That would give the players freedom to pursue their own agenda and still having opportunities with the imperial authorities.


Why those sectors? Especially if the game were more piratical, wouldn't it be better out in the Expanse where there's less Imperial authority and therefore more freedom to pursue a given agenda?

SENIOR CARDINAL IGNATO:
Starting with character creation, are you going to do it by the book?  A joint effort could take months and seems to kill games, but the ones that seem to have little character involvement in the building of the ship also do not seem to go over as well.

And who comes down to being the Rouge Trader or How many Rouge Traders are there?  And then the one I think really gets it going south spineward is REALLY what the frakk are we all doing in a 41k starship?

Do you want to pirate or privateer, do you accept Dark Eldar aboard, do any of the characters have any reason really to be with each other at all? These seemingly little things get big when you take on a Warrant of Trade.  And even if it flopped at 100 posts I will throw my Seneschal into the ring again, because it is frakking ROUGE TRADER.  And nothing, nothing is as cool as "Space Gangstas".


There are all questions I hope to answer before I commit to running such a game. I'm hoping to get answers to the question of "What do you hope to get out of the game?" from the seven or eight people who responded to crownblade's original post.

To give my initial answers (that can be persuaded to change) to your specific questions, though:
1) Character creation would be done as normal but with Motivation as a free-row.
X) Ship creation / starting PF and SP would depend on the answer to question 4.
2) One rogue trader (or pirate captain).
3) The same reason you're all in the same squad, the same DW team, the same warband, or the same acolyte cell - the Emperor wills it. Specifically applied to RT, though, the captain must have chosen each of you for some reason: your connections, your abilities, politics, etc.
4) Pirate or privateer (essentially, pirate or rogue trader) is the real question that needs to be answered.
5) Depends on what the group decides. Xenos are a big part of any game they're included in, and it should be agreed upon by everyone.
6) See number 3.
crownblade
player, 66 posts
Sat 1 Mar 2014
at 13:11
  • msg #432

Re: Pirates #$%^ yah!

knightriefel:
<quote crownblade>
My basic premiss for a game is perhaps less illegal pirates and more Imperial sanctioned privateers, setting the game in either the Jericho Reach or the Spinward front. That would give the players freedom to pursue their own agenda and still having opportunities with the imperial authorities.


Why those sectors? Especially if the game were more piratical, wouldn't it be better out in the Expanse where there's less Imperial authority and therefore more freedom to pursue a given agenda?
</quote knightriefel>

Because the war(s) would be a good background for sanctioned privateering as well as allowing for 'regular' piracy.
SENIOR CARDINAL IGNATO
player, 229 posts
Innocence Proves Nothing
Fri 30 Sep 2016
at 16:20
  • msg #433

Re: Faith & Coinage

Looking for ideas on what a ship design would be like for a Missionary RT game. I am far from the finest void craft lather I was looking for opinions on what people here imagined a ship of faith run by pirates might actually go out as. At first I thought a huge ironclad forward cannon behemoth, but is there room for a streamlined dare say craftworld like vessal running on speed and deception. I imagine the game of looting artifacts whilst spreading the holy creed. Indiana Jones meets the Inquistor meets Spelljammer? Thoughts ideas, not much was said of the now complete set of RT that ended with the ecclesiastical. Peace or pieces of it....

Ravenor pulp omnibus foil cover up to 80+ crowns time to cash in on those special editions crafty Rogue collectors stowed away in their own vaults. GW stock up... strange days in the expanse......
helvorn
player, 7 posts
Sat 1 Oct 2016
at 19:52
  • msg #434

Re: Faith & Coinage

I'd think heavy and armored to intimidate the heretics.
Kilgs
player, 184 posts
Fri 9 Aug 2019
at 17:13
  • msg #435

Re: Faith & Coinage

ArdentPurple:
As a long-time 40K GM with an interest in Rogue Trader, I would say my biggest barrier to running one PBP-style would be that anything and everything would take forever to get done unless I ran a very focused adventure, which isn't what I would want to do with RT. The expansiveness and freedom of the game (which I think is one of its strengths) works against it here, at least when I consider which game to run. I almost have a similar problem with Only War but I think I would personally be more willing to run a directed/focused adventure with that game than I would be with Rogue Trader.

My two gelt.


This is a problem in Traveller games also due to the sandbox nature. There are some "tools" that can alleviate the problem. The one that has worked best for me is the "Captain's Table" thread.

>Essentially, it's an OOC forum where the players can quickly plan things out without adding fluff.
>Once a decision is made, regardless of whose idea it is, the Captain then posts IC about making the decision.

Sample:
The Captain and crew debated for over two hours until finally she stood up and the room grew quiet. "I've heard enough," she said with a smile. "We will proceed directly for [PLANET] and demand their surrender."


An Ascension-DH style game I was in opted for this and it worked really well. I was the Inquisitor but basically everyone had a chance to run the show or get their opinion on courses of action without penning some obsequious IC post "suggesting" to the Inquisitor a different plan. Cut down on player conflict and such as well.

And, in reading the IC threads, it presented a cool feel that the Inquisitor was completely in control and decisive... when I basically just let everyone else decide the course of action.
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