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Rogue Trader: Discussion.

Posted by flakkFor group 0
flakk
GM, 126 posts
GM
PLAYER
Sat 18 Apr 2009
at 22:52
  • msg #1

Rogue Trader

I for one am very excited about this game.  Dark Heresy is fantastic and I'm sure Rogue Trader will be great as well (or else there will be hell to pay and a visit from an Inquisitional Team).

Good article out on the FF site-
http://www.fantasyflightgames....ge_news.asp?eidn=517

And same rules (just cleaned up language and with better examples)!  Compatibility!  Woot!


Navigator as a playable career.....that I am a little bit leery of.....
This message was last edited by the GM at 22:54, Sat 18 Apr 2009.
Valthek
player, 72 posts
Sun 19 Apr 2009
at 21:37
  • msg #2

Re: Rogue Trader

must ... buy
NAUW!
MILLANDSON
player, 1 post
Sun 19 Apr 2009
at 23:56
  • msg #3

Re: Rogue Trader

I dunno, Navigators were fun characters in Inquisitor, so I see nothing wrong with having them in RT. As long as they're relatively balanced, I'm sure it'll be fine.

Do they have a release date for it yet? Or is it still just "some time this year"?
flakk
GM, 129 posts
GM
PLAYER
Sun 19 Apr 2009
at 23:59
  • msg #4

Re: Rogue Trader

I don't remember exactly, this summer seems to spring to mind but at the moment I am too lazy to check=:)  There is loads of information on the FF site.
RevMark
player, 6 posts
Mon 20 Apr 2009
at 06:29
  • msg #5

Re: Rogue Trader

I forget what FF are saying, but Amazon are saying mid-August.
Algard
player, 31 posts
Mon 20 Apr 2009
at 11:34
  • msg #6

Re: Rogue Trader

And the day Amazon ships something on the correct date is the day i wear shorts on my head, stick two pencils up my nose and communicate only with the word "gobble"
flakk
GM, 130 posts
GM
PLAYER
Mon 20 Apr 2009
at 12:05
  • msg #7

Re: Rogue Trader

LOL!  I pre-ordered my copy of "Creatures" in December, was told Feb.....then late FEb, then March, then mid-March, then April..canceled the order when it was then saying possibly mid-May.  No more Amazon for me, unless it is something they have in stock.
RevMark
player, 9 posts
Mon 20 Apr 2009
at 12:58
  • msg #8

Re: Rogue Trader

Well, I ordered Creatures from them a few weeks back, was told 1-2 weeks, and got it a week ago. That's Amazon UK though, so it's probably coming from a different warehouse than you. I have had the whole '1-2 weeks' turns to '4-6 weeks' turns to 'we'll let you know', though. When they're good they're good, but when they're bad...
flakk
GM, 131 posts
GM
PLAYER
Mon 20 Apr 2009
at 13:01
  • msg #9

Re: Rogue Trader

I agree=:)  Some stuff comes in so fast but when I really need something....then it takes forever.  I wish my two local shops would stock the stuff.  I could order it through them but it is pretty slow, they usually need to order more than one copy, and it is expensive.  The expensive part is the one part I can swallow, heck if they had it in I'd get it right off the shelf.  One shop we have here in Saint John has really nice and helpful staff, and the other has good staff but the biggest jerk of a manager possible.  Sigh.
flakk
GM, 141 posts
GM
PLAYER
Sun 26 Apr 2009
at 16:01
  • msg #10

Re: Rogue Trader

Another RT article on the Fantasy Flight site.  Check it out-

http://www.fantasyflightgames....ge_news.asp?eidn=530

Each article is getting me more and more psyched up!
ArenTrel
player, 19 posts
Sun 26 Apr 2009
at 16:09
  • msg #11

Re: Rogue Trader

Must Have Rogue Trader! Damn I am practically drooling over it in anticipation.
TheWarriorPoet519
player, 5 posts
GM, player, world-builder
PC-squisher
Sun 26 Apr 2009
at 16:57
  • msg #12

Re: Rogue Trader

Stoked. This plus Ascendancy tells me where I can take my DH characters once they hit max ranks.
Algard
player, 34 posts
Sun 26 Apr 2009
at 21:42
  • msg #13

Re: Rogue Trader

Yeah looking forward to this
Time to start thinking about a swashbuckling adventure on the rolling empyrean.
Raiding imperial vessels and living it all up in the seediest spacebars :D
RevMark
player, 14 posts
Mon 27 Apr 2009
at 06:26
  • msg #14

Re: Rogue Trader

TheWarriorPoet519:
Stoked. This plus Ascendancy tells me where I can take my DH characters once they hit max ranks.


Definitely looking foward to that day, my friend, we should get there in, what, a decade or so from now? Hope you've got plot planned for that long...

[Apologies to everyone else - I'm playing in both of WarriorPoet's DH games]
TheWarriorPoet519
player, 6 posts
GM, player, world-builder
PC-squisher
Mon 27 Apr 2009
at 15:43
  • msg #15

Re: Rogue Trader

I'm workin' on it, I'm workin' on it...
zacaldo
player, 94 posts
Wed 29 Apr 2009
at 19:13
  • msg #16

Re: Rogue Trader

What ended up happening with Creatures for those who pre-ordered on Amazon, I heard they repeated a major fubar on everyone, hope it didn't happen again.
TheWarriorPoet519
player, 7 posts
GM, player, world-builder
PC-squisher
Wed 29 Apr 2009
at 19:15
  • msg #17

Re: Rogue Trader

I still need to get a copy of that...
zacaldo
player, 95 posts
Wed 29 Apr 2009
at 19:34
  • msg #18

Re: Rogue Trader

it is a cool book and all, but they could have spent pages or made whole books on Orks and Genestealers.  Speaking of Genestealers you can still get a Black Industries "apocrypha" online for free and it has in my opinion much better stats for the stealers, not to mention goes into their whole cult and gives stats for each cycle the bug is in.  Anathema just throws out the typical stealer at you and that is that.  Yeah still out there, 19 page PDF, much better than Anathema in my purple opinion. I hope they do one on orks, but this probably won’t be around too long, of course GW and FF are clueless about a lot of stuff so who the hell knows?

http://www.koldborg.eu/genestealer.pdf
RevMark
player, 16 posts
Thu 30 Apr 2009
at 12:40
  • msg #19

Re: Rogue Trader

  I got mine through Amazon UK, no problem. Having had a chance finally to read through it properly I think I'd have to say I'm impressed. There's a really good spread of creatures, all of them well-thought out and atmospheric, and the adventure hooks give loads of good ideas on how to use them. They've done everything they can to encourage you not to just throw a random monster at your PCs. I'd have liked a little less space given to art and a little more to squeezing in a few more creatures seeing as that's what I've bought the book for, but that's just me being crotchety and old-school. I wouldn't have wanted any more space given to Orcs though - you've got a pretty good overview there (a lot more than I remember getting in my old copy of Rogue Trader, and that was when that was all you had on 'em, now there's no shortage of fluff out there if you want to find more). I agree the lack of discussion of genestealer cults is disappointing, though. I have a vague memory of reading stuff about patriarchs holding their hybrid and apparently 'normal' human descendants in thrall as they slowly built up an army of purestrains to lay waste to a world... but that was way back in the day. Are hybrids still counted canonical?
flakk
GM, 143 posts
"The dude abides..."
Thu 30 Apr 2009
at 12:49
  • msg #20

Re: Rogue Trader

zacaldo:
it is a cool book and all, but they could have spent pages or made whole books on Orks and Genestealers.  Speaking of Genestealers you can still get a Black Industries "apocrypha" online for free and it has in my opinion much better stats for the stealers, not to mention goes into their whole cult and gives stats for each cycle the bug is in.  Anathema just throws out the typical stealer at you and that is that.  Yeah still out there, 19 page PDF, much better than Anathema in my purple opinion. I hope they do one on orks, but this probably won’t be around too long, of course GW and FF are clueless about a lot of stuff so who the hell knows?

http://www.koldborg.eu/genestealer.pdf


Apocrypha is the BI PDF on vehicles.  There are no stats for 'stealers or anything else (other than vehicles) in it.

Just checking out the link you sent right now...hmmmmm.....
flakk
GM, 144 posts
"The dude abides..."
Thu 30 Apr 2009
at 12:55
  • msg #21

Re: Rogue Trader

RevMark:
  I agree the lack of discussion of genestealer cults is disappointing, though. I have a vague memory of reading stuff about patriarchs holding their hybrid and apparently 'normal' human descendants in thrall as they slowly built up an army of purestrains to lay waste to a world... but that was way back in the day. Are hybrids still counted canonical?


Not sure but back in the day I sooooooo wanted some of the Ork hybrids.  Heck I'd still get them if I could find them.  I'm sure they are on Evilbay somewhere but with the amount of figs I still need to paint I can't justtify getting more.
flakk
GM, 145 posts
"The dude abides..."
Sat 2 May 2009
at 13:15
  • msg #22

Re: Rogue Trader

Not much of an article but I love the pic!



http://www.fantasyflightgames....ge_news.asp?eidn=537
Devilish
player, 10 posts
Fri 15 May 2009
at 09:46
  • msg #23

Re: Rogue Trader

I just read through this thread and the linked articles. I'm drooling after this book myself. I've been trying to find a ship based DH games for a time now without luck. This system seems be the thing I've been waiting for.
MILLANDSON
player, 3 posts
Fri 15 May 2009
at 13:45
  • msg #24

Re: Rogue Trader

flakk:
zacaldo:
it is a cool book and all, but they could have spent pages or made whole books on Orks and Genestealers.  Speaking of Genestealers you can still get a Black Industries "apocrypha" online for free and it has in my opinion much better stats for the stealers, not to mention goes into their whole cult and gives stats for each cycle the bug is in.  Anathema just throws out the typical stealer at you and that is that.  Yeah still out there, 19 page PDF, much better than Anathema in my purple opinion. I hope they do one on orks, but this probably won’t be around too long, of course GW and FF are clueless about a lot of stuff so who the hell knows?

http://www.koldborg.eu/genestealer.pdf


Apocrypha is the BI PDF on vehicles.  There are no stats for 'stealers or anything else (other than vehicles) in it.

Just checking out the link you sent right now...hmmmmm.....



That'd be the Dark Reign Genestealer supplement, written by some of the members there.

I'd know, I'm an admin there :P
flakk
GM, 178 posts
"The dude abides..."
Sat 16 May 2009
at 13:26
  • msg #25

Re: Rogue Trader

Another articles about RT is out and it has me thinking evil thoughts!



"Will Rogue Traders encounter the fearsome Ork and their clumsy vessels? Yes, indeed, and always more of them than any sane man would like. Planets overflowing with gems, death-beasts, and precious metals? Rival Rogue Trader and Explorator fleets bristling with lies and macrocannon? These things also. The treacherous Eldar? Certainly, for they always have an agenda to fulfill. Charred worlds of xenos tombs and deadly artefacts orbiting cursed stars that died before their time? Ruined Imperial colonies? Space hulks belonging to foolhardy Rogue Traders gutted by the jagged warp? Mayhaps. Pirate scum who crawl before altars to the Ruinous Powers? A mythic STC upon a world of charred hive-ruins? Dark voids where man was not meant to tread, and where ghost-ships sail the Empyrean? The horrid remains of doomed archeoexpeditions who dug too deeply? Primitive beasts who carve tech-devices from the living jungle? Cities of stone suspended in the void? Worlds of heathen men who have never known the God-Emperor? A dark threat from a forgotten past that trumps all others? Well, you'll have to wait and see."


http://www.fantasyflightgames....ge_news.asp?eidn=561
RevMark
player, 26 posts
Sat 16 May 2009
at 13:46
  • msg #26

Re: Rogue Trader

One of the more encouraging things to emerge so far about Rogue Trader IMHO. They're confirming the main setting is the Halo Stars, and that there's scope for just about anything you want to put out there, including (and I'm particularly glad about this) worlds of pre-Imperium human settlement. Now that sounds like something really fresh and new for 40K and what's more something that is a great contrast with DH. RT and DH characters will likely have diametrically opposed worldviews, one seeing the Imperium as the hope of humanity, to be guarded against the threats of the outer and inner darkness, the other seeing hope as potentially found outside the Imperium, in the undiscovered riches of the Halo Stars. I'm starting to get more and more excited about RT now it's starting to sound more like privateers raiding the New World and less and less like Serenity meets 40K...
flakk
GM, 181 posts
"The dude abides..."
Sat 23 May 2009
at 18:25
  • msg #27

Re: Rogue Trader

zacaldo
player, 123 posts
Mon 25 May 2009
at 11:57
  • msg #28

Re: Rogue Trader

I can't believe I didn't see this on a chat or think of it earlier, but can you imagine how much treasure still is at the bottom of the shallow atlantic plate and the islands, billions of dollars worth of gems and gold literally billions maybe one or two I guess you throw billions around like a pink five dollar monopoly piece.  Now can you imagine billions of worlds all most likely with some way of leaving the planet, in the high millions for that tech level and then add in the xenos, holy crap the book could just be called Pawn Broker: The next to the furthest future.

Has any one heard of how they are going to handle the physics aspect of space travel, just juice up the table top, oh man that reminds me too Man O' War, dammit I have to go say goodbye to another cool game, talk about the stunty subs and ork things, although rolling for wind gets old a little fast.  The game made it too realistic and people started hopefully admire what early captains of War Vessels accomplished, brilliance.  Thank you Union members and Mafia related teamsters an 8 hour day and now we get drunk and forget what happen let alone why we were off today anyhow.  And Navy lads and sailors who now have a gun ship that can transform into three parts and go almost seventy miles an hour, small warheads optional. This would look ridiculous at close range the new ship next to a junker and eight guys with 30 year old AK-47's, overkill naw it's the Navy we make everything blow up, one thing we learned from the British Army, how to blow things up with style and panache.
Exalt7212
player, 9 posts
Tue 26 May 2009
at 01:59
  • msg #29

Re: Rogue Trader

Hey brother, dont forget my Marine Corps. We blow things up as well. And we learned it from the Royal Marines, of which we are the younger red headed step child to.
MILLANDSON
player, 5 posts
Wed 27 May 2009
at 22:58
  • msg #30

Re: Rogue Trader

Exalt7212:
Hey brother, dont forget my Marine Corps. We blow things up as well. And we learned it from the Royal Marines, of which we are the younger red headed step child to.


Damn straight. The British Armed Forces are some of the best in the world (except the SAS, who are the best).
flakk
GM, 195 posts
"The dude abides..."
Wed 3 Jun 2009
at 13:18
Devilish
player, 12 posts
Wed 3 Jun 2009
at 23:47
  • msg #32

Re: Rogue Trader

Finland isn't one of the countries where the even is. Must wait for the pdf. Is anyone going to run the adventure? I'd be eager to play in one.
Araxosch
player, 13 posts
Thu 4 Jun 2009
at 09:31
  • msg #33

Re: Rogue Trader

Me too.
zacaldo
player, 133 posts
Mon 8 Jun 2009
at 00:22
  • msg #34

Re: Rogue Trader

FF is doing such a awesome job, that now I have to own free copies for the art, if Langley did the cover he is now the GW master.  June 20th, just drool for two weeks.  Rouge is going to make the CON huge this year.
MILLANDSON
player, 8 posts
Mon 8 Jun 2009
at 03:18
  • msg #35

Re: Rogue Trader

I'd be up for a run-through of the intro game too.
Willis
player, 11 posts
Know thine enemy, for
they already know you.
Mon 8 Jun 2009
at 07:47
  • msg #36

Re: Rogue Trader

I'm definitely in if someone is willing to run it.  Just let me know if there's room.
flakk
GM, 204 posts
"The dude abides..."
Sat 13 Jun 2009
at 13:10
  • msg #37

Re: Rogue Trader



It's coming soon......
Banjo
player, 15 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sat 13 Jun 2009
at 22:58
  • msg #38

Re: Rogue Trader

Can't wait, next Saturday is going to be good with the mini intro being handed out for free and my local Comic/Gaming shop is running an intro game to give us a taster.
flakk
GM, 205 posts
"The dude abides..."
Sun 14 Jun 2009
at 12:38
  • msg #39

Re: Rogue Trader

There are only two stores in my city and I am not sure if any are doing anything for Free RPG Day.  If not the module will be available in PDF format which IMHO is a brilliant idea!  I can't wait and hopefully someone here <hint hint> will run it.  I promise I won't read it=:)
St.Jam
player, 1 post
Mon 22 Jun 2009
at 15:41
  • msg #40

Re: Rogue Trader

Does anyone know how this is going to fit mechanically with DH?

I mean, how much could we use RT to drive DH ? Are we into munchkin turf or what?

Sorry, I'm out of the loop on this stuff.
Banjo
player, 16 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Mon 22 Jun 2009
at 15:57
  • msg #41

Re: Rogue Trader

The core game is the same, so the systems will cross very nicely.

From the taster I got on Saturday RT characters seem to be a bit more powerful than their DH counterparts, but that is to be expected.

The pre-generated characters in the intro have stats in the 30s and 40s for the most part and some very nice kit (chainswords for the RT and one of his team packs an Archeotech Hellpistol), of course they could be mid level characters so we will have to find out in a couple of months.

The big step away from DH is the freedom aspect of a Rogue Trader, money is going to be easier to get as your are a businessman (well sort of), there are rules in place to make money and you have a ship to go where you want, something most Inquisitorial Acolytes dont get to do.
truth007
player, 1 post
Sat 27 Jun 2009
at 01:48
  • msg #42

Re: Rogue Trader

Is there anyone running the preview module? I'd love to get in on it and give it a go :D
flakk
GM, 220 posts
"The dude abides..."
Thu 2 Jul 2009
at 12:39
  • msg #43

Re: Rogue Trader

Preview of one of the RT classes is up on the FF site-

http://www.fantasyflightgames....ge_news.asp?eidn=644

The Explorator!

Looks nifty.  RT characters are quite a bit mote pumped up than their DH counterparts by the looks of things.
falconrh
player, 2 posts
Thu 2 Jul 2009
at 12:53
  • msg #44

Re: Rogue Trader

Sweet, just look at the equipment.  Curious about the traits.
Algard
player, 63 posts
Thu 2 Jul 2009
at 14:16
  • msg #45

Re: Rogue Trader

Daaaaaamn, thats one powergap between DH and RT
SENIOR CARDINAL IGNATO
player, 140 posts
Innocence Proves Nothing
Sat 4 Jul 2009
at 19:39
  • msg #46

Re: Rogue Trader

The RT v. DH gap is of high topic discussion, but no one on FF forum or anyone from GW or FF has mentioned why?  From the beginning FF was preaching this was DH brother obviously we now know who the big brother is.  The only thing I can think of is a sales tactic where DH gamers can grab more loot and skills, TSR kind of tried that idea with DARK SUN, starting characters for AD&D at third level, but it made no difference and the supplement was never that popular.  I can see a lot of players switching to RT, but it is obvious way to make loyal players flip out the cash for another title, like the first comic book splits, where there was once 1 Uncanny X-Men now there are ten thousand.  RT supplements will probably sell just as well as DH, because of simple demand for what is no doubt going to snag countless awards for RPG of the year, the cover alone wins that.  Hey it could be worse GW could have gone bankrupt and sat on their hands again, but with Talisman, it is only a matter of time before other GW games slip into FF hands, rights are worth nothing if you can't sell anything and FF can. Ironic to be ripped off by a game titled Rouge Trader.  DH forever, You swarthy Rouge Heretics, Excommunication to all that fall into their greedy sinful hands. But RT NPC's against DH PC's and vice versa is a sweet hook.
flakk
GM, 222 posts
"The dude abides..."
Sat 4 Jul 2009
at 20:24
  • msg #47

Re: Rogue Trader

SENIOR CARDINAL IGNATO:
Ironic to be ripped off by a game titled Rouge Trader.  DH forever, You swarthy Rouge Heretics, Excommunication to all that fall into their greedy sinful hands. But RT NPC's against DH PC's and vice versa is a sweet hook.


So RT will be a bit more pumped.  I don't see it as a $$ grab.  The setting is totally different and probably a bit more harsh. I think it would be really cool to mix and match the two systems with A LOT of caution.  There is supposedly a huge distance factor to consider (The Callaxis system is supposed to be quite far away from where RT will be) and power level difference.  A few RT PC's could ruin the mix....or be nothing more than walking presents for the DH guys and gals.  Auto-gun + manstoppers and full-auto evens the odds up pretty quick and the DH crew could find themselves with lots of shiny toys.
RevMark
player, 31 posts
Sun 5 Jul 2009
at 17:27
  • msg #48

Re: Rogue Trader

I tend to agree with Flakk here. It's excessively cynical to see the power gap as being financially driven when there are obvious reasons why RT would have to operate at a higher power level (or at the very least a higher resource level).

The fact is that in RT you're talking about billions of thronegelt's worth of spaceship travelling unimaginable distances (again at massive cost) striking business deals worth likely several times more than an Inquisitor's annual expenses account (they'd have to be to justify the expense of travel). To imagine that a Trader, when budgeting on that scale, wouldn't shell out the peanuts that it would cost him to ensure that his retinue were decently equipped and trained beggars belief. An Inquisitor might have good reason to recruit hive scum and to have them equipped in a way that wouldn't draw attention, because he's operating clandestinely to hunt down traitors and heretics, but what reason does a Rogue Trader have to do this?
alphapred
player, 2 posts
Sun 5 Jul 2009
at 17:54
  • msg #49

Re: Rogue Trader


Is there any possibility that the Forsaken Bounty adventure is not using start level characters?
.
flakk
GM, 224 posts
"The dude abides..."
Sun 5 Jul 2009
at 18:34
  • msg #50

Re: Rogue Trader

alphapred:
Is there any possibility that the Forsaken Bounty adventure is not using start level characters?
.


That could be true as well.  Looking at the new career preview though it seems to be a bit more powerful, skill, talent and gear wise, so really hard to say.  I'm pretty excited about RT but will not abandon my long running DH game for it.  I probably won't have time to run one but would love to play in one.
RevMark
player, 32 posts
Sun 5 Jul 2009
at 19:08
  • msg #51

Re: Rogue Trader

Just to expand on that for the benefit of those who haven't seen/can't spare the time to compare and contrast the one preview of a starting career package we've got:

The Explorator class (tech-priest equivalent) starts really, really loaded with nice gear. (A servo skull, enforcer light carapace, boltgun, good quality power axe). Now that could just be the tech priest's perk - I mean, stands to reason they'd have top-quality gear - but I'm guessing it's representative of what others have. Skills and talents-wise you get roughly the same number (perhaps a little more) than a starting DH character, but consider the relative power levels involved when some of those are things like Basic Weapon training (Universal) and Melee weapon training (Universal). Given that they can start play with bolt and power weapons I'm guessing those talents do exactly what they say on the tin. Gone is the whole waiting until you're about 3000 or so xp down before you can use a bolter. Now from the extract we've seen we don't know what sort of stats you'll start out with - advancement looks like it happens in the familiar +5% steps and at similar costs, but they may not start out at 30% average values if the sample characters are typical starting characters.

My guess from what we've seen is that the power level is a bit higher, and that this is deliberate, so that they can set you against really sick xenos beasts right from the get go. The fact is, DH is supposed to be a ton of investigation, beating up hive gangs, that sort of thing, with occasional exposure to the hideously powerful and monstrously weird. RT will have a whole different feel. You're out treading the void already, a hairsbreadth from the warp. And occasionally a bunch of you, wearing those nice red shirts, get to go down to some planet where some godawful xenos nastiness you don't have a chance of understanding slowly picks you off one by one. We may think that the underhive is dangerous, but the threats you face there are at least predictable. I'd take the upping of the power level to be a strong indication that the threat level is likewise being upped.

I'd hope that experienced DH characters could potentially 'graduate' to being part of a RT crew, and that conversion rules will be part of the core rules, but obviously they won't be wanting you to have to spend a thousand xp or so to create a starting character, they want something more straightfoward with less options. I'd see stuff like universal weapons talents as being a step in that direction. Figure your character should be able to pick up just about any basic or melee weapon and use it? Well, rather than have you spend 600 or so xp on that, we'll just give you a couple of talents that'll cover it.
flakk
GM, 228 posts
"The dude abides..."
Sun 12 Jul 2009
at 22:29
  • msg #52

Re: Rogue Trader

Article up on the FF site about ships.  Pretty cool sounding stuff!

http://www.fantasyflightgames....ge_news.asp?eidn=656


flakk
GM, 242 posts
"The dude abides..."
Thu 30 Jul 2009
at 11:35
  • msg #53

Re: Rogue Trader

There is a follow up adventure to the Free RPG Day module on the FF site.

http://www.fantasyflightgames....ge_news.asp?eidn=686


Exalt7212
player, 14 posts
Fri 31 Jul 2009
at 01:21
  • msg #54

Re: Rogue Trader

I just purchased the collectors edition. A hefty price, but as a college student who budgets himself wisely, I can afford it. Warrent Personalization: Johan Verdan. Keep your fingers crossed, as I hope to have him mentioned in some rogue trader material in the future.
flakk
GM, 246 posts
"The dude abides..."
Fri 31 Jul 2009
at 01:59
  • msg #55

Re: Rogue Trader

Cool!  Did you order it directly off the site?  How is the collector's edition different from the regular?  Must....have....the precious....

I am pretty frugal except for the fact that I spend my money in big ole' spurts like for trips and big screens.  Been awhile since I have had a spurt (my upcoming vacation to Iceland is already paid so that doesn't count=:))
Exalt7212
player, 15 posts
Fri 31 Jul 2009
at 02:02
  • msg #56

Re: Rogue Trader

I ordered it directly. I feel slightly bad about doing it, but I will still buy the standard version when it comes out next month from my FLGS. (favorite local game store)

It was simple I just had to set up the account, much like buying something off amazon. Iceland uh? Cant do that, surrounded by a large body of water.
Algard
player, 73 posts
Fri 31 Jul 2009
at 06:50
  • msg #57

Re: Rogue Trader

And note another one for a copy...
I missed the DH collectors, aint missing this one
MILLANDSON
player, 19 posts
Fri 31 Jul 2009
at 08:09
  • msg #58

Re: Rogue Trader

Anyone got a spare $120 I can borrow?
Banjo
player, 22 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 31 Jul 2009
at 08:58
  • msg #59

Re: Rogue Trader

Make that $240 so I can have one as well please.

But $120, thats more than £70 at the moment. GW did not even charge that much for the limited edition 40K 5th ed book.

On the other hand this book actually looks like it will contain something of value.

Do FF charge for delivery or is it free?
Algard
player, 74 posts
Fri 31 Jul 2009
at 10:07
  • msg #60

Re: Rogue Trader

Postage is put on
Total for and quidk delivery to Sweden went around 192 $

Well worth it i say....but hey i paid 230 £ for a copy of Horror ont he orient express to ;)
MILLANDSON
player, 20 posts
Fri 31 Jul 2009
at 12:10
  • msg #61

Re: Rogue Trader

Yea, for the book and shipping to the UK, it comes out at about £130-140, which is double what I'd put aside for it.

Mightily peed off about it, FFG is charging way too much for it, especially if you aren't in the US.
flakk
GM, 248 posts
"The dude abides..."
Fri 31 Jul 2009
at 20:07
  • msg #62

Re: Rogue Trader

I just tried to place an order and it does not like my credit card (which currently has only $100 in charges and several thousand left on it so I know it is not the card).  Grrrr....
Exalt7212
player, 17 posts
Fri 31 Jul 2009
at 21:43
  • msg #63

Re: Rogue Trader

maybe its sold out already?
MILLANDSON
player, 21 posts
Sat 1 Aug 2009
at 02:24
  • msg #64

Re: Rogue Trader

Quite possibly. There were only 500 of the unique copies.
flakk
GM, 249 posts
"The dude abides..."
Sat 1 Aug 2009
at 16:24
  • msg #65

Re: Rogue Trader

I was told to phone the order in on Monday so here's hoping there are copies left by then.

EDIT:  Well I am an idiot.  My billing address is my in-law's place and I assumed it was where I have been living for the last 3 years.  Order processed=:)  $145.81 which is way more than I have ever spent on a book but I could not resist.
This message was last edited by the GM at 16:31, Sat 01 Aug 2009.
Exalt7212
player, 18 posts
Sun 2 Aug 2009
at 15:52
  • msg #66

Re: Rogue Trader

I hear ya flak. But I think it would be worth having your character in pesudo-canon dont you? I mean how often have players been able to affect warhammer 40K? Besides that eye of terror campgain several years back. Which to be honest was a slight disappointment to me. ( I have a theory that the newest Codex will always be the most broken thing, till the next. Which is why I am worried about my Space Puppies.)
Banjo
player, 23 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sun 2 Aug 2009
at 16:02
  • msg #67

Re: Rogue Trader

Why are you worried at least you will have uptodate gear and if the rumours are true lightning claws that for some magical reason are better than those carried by other marines, nor will you be stuck with overly expensive under equipt troops and redundant special rules like my Black Templar.
MILLANDSON
player, 22 posts
Sun 2 Aug 2009
at 17:10
  • msg #68

Re: Rogue Trader

Eh, I'm not that fussed about making my Rogue Trader characters canon, especially since I can just put them up on Dark Reign and have at least a few thousand people read them :P
Exalt7212
player, 20 posts
Sun 2 Aug 2009
at 18:52
  • msg #69

Re: Rogue Trader

Part of me is afraid that my army will be part of the power creep. Also I fear of losing some of the fluff. But time will tell.
flakk
GM, 251 posts
"The dude abides..."
Tue 4 Aug 2009
at 20:25
  • msg #70

Re: Rogue Trader

"In addition, the Rogue Trader Collector’s Edition is still available for Pre-Order. There was a brief glitch with the web store over the weekend, so this is a special second-chance opportunity to stake your claim. Don’t forget that the copies available through the FFG web store are personalized with the name of YOUR Rogue Trader!

Rogue Trader is a roleplaying game set in dark gothic far future of Games Workshop's Warhammer 40,000 universe. Players take on the roles of explorers aboard a Rogue Trader's ship, searching for profit and adventure while discovering new alien cultures and threats in the uncharted regions of space."

My RT is registers as Captin Flakk, my 40k nick since '91=:)  Screw canon, I want MY name.

Not sure if there was a little confusion here about this release as there were lots of mentions of the tabletop game.  This is an RPG release.

There are still some copies left=:)
Exalt7212
player, 21 posts
Tue 4 Aug 2009
at 22:20
  • msg #71

Re: Rogue Trader

We thread jacked it I think. Sorry Flak. At any rate I just want to see how they do the space combat stuff, though I heard that they will introduce that later.
flakk
GM, 252 posts
"The dude abides..."
Tue 4 Aug 2009
at 22:32
  • msg #72

Re: Rogue Trader

Exalt7212:
We thread jacked it I think.


No problem.  I was just worried I was going crazy or something=:)
Maybe Captain Flakk should come with his boyz and pay me a visit....
MILLANDSON
player, 23 posts
Wed 5 Aug 2009
at 01:02
  • msg #73

Re: Rogue Trader

Exalt7212:
We thread jacked it I think. Sorry Flak. At any rate I just want to see how they do the space combat stuff, though I heard that they will introduce that later.


Nope, Ross has said that that'll be in the book.

It's Ship Roles that are being put in a different book, roles being "you are ships doctor. In a ship-ship battle, you can roll (blah diceroll) to keep so many crew alive", that sort of thing.

You know, stuff you don't really need rules to do, but FFG are doing them anyway.
Exalt7212
player, 22 posts
Wed 5 Aug 2009
at 02:41
  • msg #74

Re: Rogue Trader

I like that it gives everyone something to do, like did scotty just sit on his ass, no he kept the ship together!
SENIOR CARDINAL IGNATO
player, 152 posts
Innocence Proves Nothing
Wed 5 Aug 2009
at 09:41
  • msg #75

Re: Rogue Trader

More Xp for Scotty!!! The Conclave is seriously worried that RT will take over the Dark Heresy PC's how could it not it looks as if it was crafted by the Slaneesh it has so many drooling.  The Conclave wonders if this is good for RPol or another split now with three core games and so much table-top pbp could be in trouble or is Ignato wigged out from Pleasure World obscura?
Banjo
player, 24 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Wed 5 Aug 2009
at 10:28
  • msg #76

Re: Rogue Trader

RT is a good thing for the 40k universe and will hopefully intergrate with DH rather than just replace it, because of its shiny, new, big-ass weapons for all setting.

What will worry me is them getting around to doing Deathwatch as we will lose the story aspect of the 40K setting which is what DH and RT (albeit with big ships and power swords) is all about and be introduced to a wargame-esque xeno kill-fest, as all that the Deathwatch are used for in the 40k universe are xeno kill-fests. And bescause of the level based progression system that he 40K roleplay games have, you just know they will have the Deathwatch Marines start off as scouts.
SENIOR CARDINAL IGNATO
player, 153 posts
Innocence Proves Nothing
Wed 5 Aug 2009
at 21:42
  • msg #77

Re: Rogue Trader

Well spoken Banjo, the Cardinal enjoys your posts.  Are you by chance a member of the FF forum community.  If so a scribe would be glad to take down your name to join allegiance there.  If you are not a member you would be a fine addition to some good posts and errata that is displayed there. Forges warm-

S.C.I.

This message was last edited by the player at 21:43, Wed 05 Aug 2009.
Northman
player, 3 posts
Thu 6 Aug 2009
at 19:54
  • msg #78

Re: Rogue Trader

Hey, long time, no see. Had by accident removed this forum from my front page. What a shame.

So, Rogue Trader.

I will likely incorporate elements from DH into my RT campaigns and vice versa. Although Rogue Trader has that new feel to it (for obvious reasons!), I still want to play Dark Heresy. The two games offers various takes on the universe, and that is good (and, as rumored with the Ascension book for Dark Heresy, your DH characters will "ascend" to Interrogator and Inquisitor levels, bringing them on par with Rogue Traders and their like if you want to combine). So I'm looking forward to do some mixing and matching - especially if I manage to run a campaign where one or more of the characters becomes fully fledged Inquisitors. Could be fun.

Also, in a recent podcast (the link eludes me at the moment, but I think it's linked from the FFG site), Ross was forced to make an estimate on when we would get rules for playing xenos, which was sometime early next year if I remember correctly. Now that's going to be interesting... Earlier I was intrigued by the prospect of playing a xeno, but as I've grown more aquinted with the Dark Heresy setting (in particular, not much to go with on RT yet), I'm thinking it's less and less doable. How do you manage players who wants to play different xeno races? I could easily see how one might work with a Rogue Trader with a more carefree or radical approach, but even that could spell disaster and pose problems. (That said I haven't read many novels, so I wouldn't know of any good in-universe examples of such).

Well, that should be enough musing for now. Looking forward to the Collector's Edition :D Hefty price, true, but the product is oh so sexy. (That sounded a little... wrong. Oh, well)
flakk
GM, 255 posts
"The dude abides..."
Thu 6 Aug 2009
at 20:17
  • msg #79

Re: Rogue Trader

Northman:
Also, in a recent podcast (the link eludes me at the moment, but I think it's linked from the FFG site), Ross was forced to make an estimate on when we would get rules for playing xenos, which was sometime early next year if I remember correctly. Now that's going to be interesting... Earlier I was intrigued by the prospect of playing a xeno, but as I've grown more aquinted with the Dark Heresy setting (in particular, not much to go with on RT yet), I'm thinking it's less and less doable. How do you manage players who wants to play different xeno races? I could easily see how one might work with a Rogue Trader with a more carefree or radical approach, but even that could spell disaster and pose problems. (That said I haven't read many novels, so I wouldn't know of any good in-universe examples of such).



I agree.  I wonder if there will be rules for running groups of Xenos on their own which would make a lot more sense than adding them to a human crew IMHO.  Ork Freebooterz and Eldar immediately come to mind and might make for fun side adventures and a channge from always playing humans.  Mixing them in with human crew.....not so much.

And you are right North- the Collector set looks damn sexy!
Banjo
player, 25 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 6 Aug 2009
at 22:16
  • msg #80

Re: Rogue Trader

Im not on FF forums at the moment it is one of those many things that I just have not got around to yet. Keep an eye out for a clown god of puppets and banjos cropping up in the near future.

The problem for me with getting people to play alien races in 40k is not finding a reason to have them around (which with a good bit of GMing is simple) but is actualy getting the players to play them properly.

The whole point of a xenos is that it is alien in its thinking and personality as well as physically (I know, the name kind of gives it away). Role players are unfortunately are human (well something close to human at least) and struggle to take up the roles because they act human when gaming, it is unavoidable. The whole point of xenos like the Eldar in 40k is that they are not like us and they do things for reasons that humanity can not even comprehend*, so a little book saying 'You're an Eladar, you're fast and ageless, but a little squishy, enjoy.' can not prepare players in any way shape or form to take up the role properly.

*Well that and be the masterminds of all plots to destroy the Imperium 63.9% of the time. Tzeentch comes a respectable second, the Old Ones and the C'tan joint third.
McGonigle
player, 9 posts
Fri 7 Aug 2009
at 00:39
  • msg #81

Re: Rogue Trader

flakk:
I agree.  I wonder if there will be rules for running groups of Xenos on their own which would make a lot more sense than adding them to a human crew IMHO.  Ork Freebooterz and Eldar immediately come to mind and might make for fun side adventures and a channge from always playing humans.  Mixing them in with human crew.....not so much.

And you are right North- the Collector set looks damn sexy!


Aside from location, I would personally think most logical Xenos race would actually be the Tau, partially since it solves that very problem. Since while an Inquisitor working with Tau or Eldar is definately to the radical side, and even rouge traders probaly balk at such close association with Xenos. On the other hand Tau having human auxileries is completely canon and not even in the dangerous radical sense.

Also from the roleplaying perspective, I'm not even sure that the Tau are harder that the generic humans (And definately far, far easier than marines). I mean the average resident of the Imperium is pretty alien to modern man. Intense xenophobia and intolerance, the level of mystism in technology (When you load your Stubber it's not since you have any idea how it works it's because you were taught that if you pray hard enough and go though the ritual motions the machine spirit will be appeased and permit you to fire it - One of these days I want a chance to play a real life game and recite the standard prayer everytime I do an action)  That's before we even mention Tech-Priests and the warp (At least the eldar/Tau still have sexual drive and aren't as emotionly crippled.)

Yes there are a few inherant psychological biases in the Tau mindset on the other hand the society isn't as far removed from what we are used to. They still have a scientific worldview, they don't have religion and their society is pretty human itself. (I won't get into an arguement about which one it's based of personally I think British empire in India is a good start.)

With all that being said due to location the Tau turning up is unlikely, which is a pity.

As for Orks imagine you are playing a DnD dungeon crawl where everyone is chaotic evil and easily bored. (Of course these being the reasons I'm as unsure about Orks as a concept as I was of Deathwatch.)
Banjo
player, 26 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 7 Aug 2009
at 11:32
  • msg #82

Re: Rogue Trader

SENIOR CARDINAL IGNATO:
Well spoken Banjo, the Cardinal enjoys your posts.  Are you by chance a member of the FF forum community.  If so a scribe would be glad to take down your name to join allegiance there.  If you are not a member you would be a fine addition to some good posts and errata that is displayed there. Forges warm-

S.C.I.


The Banjo you knew is no more, he has been reborn on the FF forums as the Clown God, Banjulhu and is now trawling through the many threads discussing the rules and gamesmastering. Keep an eye out for me.
flakk
GM, 259 posts
"The dude abides..."
Fri 7 Aug 2009
at 11:37
  • msg #83

Re: Rogue Trader

Excellent.  I am on there as well under the guise of Captain Flakk.
MILLANDSON
player, 24 posts
Fri 7 Aug 2009
at 13:20
  • msg #84

Re: Rogue Trader

And I am on there under MILLANDSON :)
flakk
GM, 266 posts
"The dude abides..."
Mon 10 Aug 2009
at 20:12
  • msg #85

Re: Rogue Trader

MILLANDSON
player, 26 posts
Mon 10 Aug 2009
at 21:24
  • msg #86

Re: Rogue Trader

Leisuregames.com has got Rogue Trader down for the 28th August, and I've never known them to be wrong before, unless a product has come out before they predicted.

So, should be out in a week or two then!
flakk
GM, 267 posts
"The dude abides..."
Tue 11 Aug 2009
at 00:47
  • msg #87

Re: Rogue Trader

I can guarantee with 90% certainty it will arrive late next week while I m away on vacation and have to wait a week to read it.
MILLANDSON
player, 27 posts
Wed 12 Aug 2009
at 14:51
  • msg #88

Re: Rogue Trader

Aww, poor flakk.

I'll tell you all about it when you get back if that's the case ;)
flakk
GM, 270 posts
"The dude abides..."
Wed 12 Aug 2009
at 19:42
  • msg #89

Re: Rogue Trader

MILLANDSON:
Aww, poor flakk.

I'll tell you all about it when you get back if that's the case ;)



If it's in while I am gone the first thing I'm going to do is head to my in-laws to pick it up.  I'm having it sent there just in case=:)
Northman
player, 5 posts
Wed 12 Aug 2009
at 21:14
  • msg #90

Re: Rogue Trader

My order has the "Pending Shipping" status (or something like that).

I'm Northman over at the FFG forums, too. Usually just browsing the threads, since I have far too many forums I'm in...
MILLANDSON
player, 28 posts
Thu 13 Aug 2009
at 00:30
  • msg #91

Re: Rogue Trader

Well, Leisuregames still has it set for a 28th August release, but I'd love it to come sooner (I doubt it'll come after the 28th. Like I said, leisuregames has never predicted too soon for me yet!)
Exalt7212
player, 33 posts
Tue 25 Aug 2009
at 04:50
  • msg #92

Re: Rogue Trader

Yeah well The word is it is now going to be late September for those of us UNLUCKY enough not to be at Gencon.

I just recently posted my opinion on the topic in their Forums. Pretty much saying that those of us who ordered the CE copy, should have been shipped our copies of the RT core rule book already. The main reason being is that a) they knew who was purchasing them and in what amounts. b) they made the books to sell at Gencon, so why didn't they have the CE ready for those who Spent the extra cash on it.

That is the last time I ever pre-order anything from FFG. They should have thought it out far more clearly then they should have done. Now I will have a crappy weekend as I listen to my Grandmother bitch at me, as we will be at a wedding and I am sharing a large suite with my grandparents and parents to keep costs down. Most likely causing me to be yelled out by older family members as I put the bitch in her place.

Sorry I am a U.S. Marine here, and I don't take kindly to being mocked or made fun of by anyone, even my grandmother.

(The Suite is 120 dollars a night, and I am staying for 3 nights....not looking so good for my sanity.)
flakk
GM, 278 posts
"The dude abides..."
Tue 25 Aug 2009
at 10:57
  • msg #93

Re: Rogue Trader

I hate waiting. I was sure if I went away on holidays the book would arrive during that time=:(

Good luck Exalt. I feel yer pain=:(
MILLANDSON
player, 38 posts
Tue 25 Aug 2009
at 16:00
  • msg #94

Re: Rogue Trader

Exalted... they never said that the SE would be sent out before the normal copies, so why would you expect them too?

I'm annoyed at having to wait an extra month, but, to be fair, they never made a promise that you would get your SE copy before the others.
Exalt7212
player, 34 posts
Tue 25 Aug 2009
at 17:16
  • msg #95

Re: Rogue Trader

Your right they didn't. I do wish to point out that they have already sold copies of it, without it getting to the main stream consumers.(By that I mean, getting to your LGS)Instead they push it back another month when the product is already packaged and ready to be sold. Its not like they are running through doing last minute changes. If they are doing that then they should not have sold the damn things in the first place.
MILLANDSON
player, 39 posts
Tue 25 Aug 2009
at 19:27
  • msg #96

Re: Rogue Trader

Exalt7212:
Your right they didn't. I do wish to point out that they have already sold copies of it, without it getting to the main stream consumers.(By that I mean, getting to your LGS)Instead they push it back another month when the product is already packaged and ready to be sold. Its not like they are running through doing last minute changes. If they are doing that then they should not have sold the damn things in the first place.


How do you know it's already packaged? They said that they had all the copies they had printed to Gencon, and to print several thousand copies of the book would take a while, so that's not really an argument, as it's not ready to be sold because they don't have the books yet.

Also, have they already sold copies of the Special Edition? If not, that that entire argument is moot, because the printing of the normal copies and the printing of the SE are two separate entities.
Exalt7212
player, 35 posts
Tue 25 Aug 2009
at 21:14
  • msg #97

Re: Rogue Trader

How are they Different?

They are both the same book.

Only difference is in the packaging and display of the product.

Listen I am not going to keep arguing my point man, I feel like I am banging my head against a wall. I believe that FFg should have done a little more thinking about it before they opened it up to the public without releasing it world wide.

I feel that those without the time, money, or from being to far away, should not be made to made to wait. I am Just pissed off that they sold the damn thing without making it so that it is Available to everyone.
flakk
GM, 288 posts
"The dude abides..."
Wed 9 Sep 2009
at 10:18
  • msg #98

Re: Rogue Trader

Banjo
player, 35 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Wed 9 Sep 2009
at 11:54
  • msg #99

Re: Rogue Trader

Very Interesting. All stats starting at an average of 35 and coming with skills that are high level in DH. Overall I like the way the path works.

Although I do think its a bit silly that Prestige is the only motivation available for a Rogue Trader without GM permission (multiple 'free choice' rows), I think restricting classes to specific motivations is not a good idea.
Exalt7212
player, 36 posts
Sat 12 Sep 2009
at 00:49
  • msg #100

Re: Rogue Trader

well only time will tell Banjo.
Exalt7212
player, 37 posts
Tue 15 Sep 2009
at 03:41
  • msg #101

Re: Rogue Trader

It was updated to shipping status as off the 12th
Doogan
player, 1 post
Wed 23 Sep 2009
at 01:32
  • msg #102

Re: Rogue Trader

This might be covered elsewhere, but I was wondering if anyone was interested in running a prologue to Rogue Trader. Since its release is (hopefully) scheduled soon, maybe a quick campaign that we could transfer our characters over to RT would be in order?
Devilish
player, 16 posts
Wed 23 Sep 2009
at 05:23
  • msg #103

Re: Rogue Trader

I'd be interested in it too.
Exalt7212
player, 38 posts
Wed 23 Sep 2009
at 16:56
  • msg #104

Re: Rogue Trader

I have 2 games, one I am running and another I am playing in, neither are DH or RT.

However with school, I may start running on in November or December.
flakk
GM, 295 posts
"The dude abides..."
Fri 25 Sep 2009
at 10:06
  • msg #105

Re: Rogue Trader

http://www.fantasyflightgames....ge_news.asp?eidn=818

It won't be long now, and nice to know the Collector's Edition won't be too far behind the regular ones.
Banjo
player, 38 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 25 Sep 2009
at 10:24
  • msg #106

Re: Rogue Trader

Woot.

Oh wait that means Travelling Man are going to call soon and ask for £100 or so.

[Starts raking around office looking for stray coins]
Devilish
player, 17 posts
Fri 25 Sep 2009
at 11:12
  • msg #107

Re: Rogue Trader

When will the books hit the retailers shelves? I've reserved one at my local store.
RevMark
player, 44 posts
Fri 25 Sep 2009
at 13:52
  • msg #108

Re: Rogue Trader

Banjo:
Woot.

Oh wait that means Travelling Man are going to call soon and ask for £100 or so.

[Starts raking around office looking for stray coins]


Did you get you Questlands discount on that Dave?
Banjo
player, 39 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 25 Sep 2009
at 14:01
  • msg #109

Re: Rogue Trader

Yes. At the moment however they do not know the final price of the special edition.

I have to get in quick as each Traveling Man shop will only get one copy of the special edition, but the fact that I pass it by every morning whilst its opening up does help.

I'm told it will be in and around the £100 mark but until they get something solid from the wearhouse they just dont know. If I am lucky, one of the society execs will have the 15% off flyers left that we were handing out at freshers, just shame both discouts wont stack.
Northman
player, 12 posts
Sun 27 Sep 2009
at 05:05
  • msg #110

Re: Rogue Trader

Prrrre-e-e-e-order = thumbsup! :)

Really looking for it, although I've began to realize that I need to get a regular copy to use while gaming. Until more people in my gaming group can get their copies of the rulebook, I as a GM will have to provide them with the rules... Judging by experience it can take anything from a week to a year before the first player buys the core rulebook of a game (or more than that in the case with Dark Heresy, actually, but then I didn't have a Collector's Edition in my tender care... The fact that it was sold out so fast might also have had something to do with it).

Right, so I need a way to transit my DH campaign over to Rogue Trader... Wealth and influence aren't exactly things I'm able to tie to my players' characters... Perhaps I should run the adventure in the back of Disciples of the Dark Gods? That's an easy way to wealth if the players are crafty... Once in Rogue Trader, the wealth system becomes more abstract anyway.
Exalt7212
player, 39 posts
Wed 30 Sep 2009
at 16:52
  • msg #111

Re: Rogue Trader

Ok....just got my mail confirmation. Should have it by this weekend. The long wait will soon be over!
MILLANDSON
player, 40 posts
Wed 30 Sep 2009
at 19:34
  • msg #112

Re: Rogue Trader

Exalt7212:
Ok....just got my mail confirmation. Should have it by this weekend. The long wait will soon be over!


Don't get your hopes up too much. Special Delivery, unless stated, only gets delivered on weekdays. If you don't have it today or tomorrow, it'll be next week before you have it. OF course, if it has Saturday delivery stated, then it might get there then too.

Mine should be here soon too, can't wait to have it.
Exalt7212
player, 40 posts
Thu 1 Oct 2009
at 00:50
  • msg #113

Re: Rogue Trader

I did it priority mail. The mail office does do it on every day cept Sunday. which is 2-3 days, so I should get it by sunday.
hairyheretic
player, 12 posts
Thu 1 Oct 2009
at 11:05
  • msg #114

Re: Rogue Trader

Mate of mine said his LE arrived this morning. Yours may not be too far behind.
flakk
GM, 299 posts
"The dude abides..."
Thu 1 Oct 2009
at 11:17
  • msg #115

Re: Rogue Trader

Got my notification yesterday=:)
Algard
player, 87 posts
Thu 1 Oct 2009
at 12:31
  • msg #116

Re: Rogue Trader

My will arrive on the 5th
I'm so happy i can burst :D
Arbentur
player, 3 posts
Thu 1 Oct 2009
at 12:42
  • msg #117

Re: Rogue Trader

Got home last night to mine.

Much goodness.
Exalt7212
player, 41 posts
Mon 5 Oct 2009
at 15:30
  • msg #118

Re: Rogue Trader

It is so wonderful. I may even try to find a RT game if someone is willing to run one, I have 2 games I run, plus with college it is not fesible for me to try to run a RT game.
gingernuts
player, 2 posts
Mon 5 Oct 2009
at 16:08
  • msg #119

Re: Rogue Trader

So RT is on shelves?  I will need to get a copy.
Exalt7212
player, 42 posts
Mon 5 Oct 2009
at 18:22
  • msg #120

Re: Rogue Trader

I have the CE version. The regular is supposed to be in sometime this week.
MILLANDSON
player, 41 posts
Mon 5 Oct 2009
at 21:14
  • msg #121

Re: Rogue Trader

In the UK, RT is meant to be arriving in stores next week, according to a distributor or two I know.
Exalt7212
player, 43 posts
Mon 5 Oct 2009
at 21:16
  • msg #122

Re: Rogue Trader

US, side store owners say this friday. I guess it depends were it is shipping from. But from the picture from FFG site, I would say Stateside, which is why it will be arriving later next week for those in europe.
Exwrestler
player, 1 post
Thu 8 Oct 2009
at 01:44
  • msg #123

Re: Rogue Trader

I have it on the shelf at my store right now.

Got to read through it today and while it was not the earthshaker I was hoping for it looks good to me.
Devilish
player, 18 posts
Thu 8 Oct 2009
at 05:19
  • msg #124

Re: Rogue Trader

I can't wait untill it hits the shelves here. My local store doesn't sell the CE, instead they every customer that has reserved a normal one has the chance to win them.
Exalt7212
player, 45 posts
Thu 8 Oct 2009
at 15:02
  • msg #125

Re: Rogue Trader

I liked it.
flakk
GM, 301 posts
"The dude abides..."
Thu 8 Oct 2009
at 19:33
  • msg #126

Re: Rogue Trader

In reply to Exalt7212 (msg #125):

my CE arrived yesterday and I just picked it up from my in-laws place.  Rushing home to examine it....
Banjo
player, 47 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 13 Oct 2009
at 17:48
  • msg #127

Re: Rogue Trader

Well we in the UK are getting a bum deal with the collectors edition.

The standard edition is £40, roughly the same price tag bar a couple of pounds as the US $60.

The retail price of the collectors is £120, that works out as more than $190. As far as I can tell many distributors have taken the US price tag of $120 removed the dollar sign and stuck a pound symbol in front of it.

My lgs have kindly contacted their supplier to ask why in the name of the God Emperor are they charging and extra £45 more than the US retail price.
flakk
GM, 307 posts
"The dude abides..."
Tue 13 Oct 2009
at 19:18
  • msg #128

Re: Rogue Trader

Banjo:
My lgs have kindly contacted their supplier to ask why in the name of the God Emperor are they charging and extra £45 more than the US retail price.


Well the US dollar is tanking so they have to hose someone=:)  It is still very unfair.  And I thought I paid a lot for mine......
ArenTrel
player, 27 posts
Wed 14 Oct 2009
at 17:06
  • msg #129

Re: Rogue Trader

-Cries- 60 bucks is to much right now on my budget.
Exalt7212
player, 49 posts
Wed 14 Oct 2009
at 21:34
  • msg #130

Re: Rogue Trader

Well I am editing it to prevent this from becoming a Political nightmare....

So...yeah the tanking dollar....

;D
This message was last edited by the player at 21:51, Wed 14 Oct 2009.
kurlumbenus
player, 3 posts
Wed 14 Oct 2009
at 21:39
  • [deleted]
  • msg #131

Re: Rogue Trader

This message was deleted by the player at 21:53, Wed 14 Oct 2009.
Exalt7212
player, 50 posts
Wed 14 Oct 2009
at 21:51
  • msg #132

Re: Rogue Trader

We did have a billion dollar surplus, if I remember correctly we were still actually over the Government budget...But thats politics, and I while I meant my comment, I will retract it.

After all this isn't the place for it. And some people (Not saying you Kurllumbenus, just in general) can't just agree to disagree.
kurlumbenus
player, 4 posts
Wed 14 Oct 2009
at 21:54
  • msg #133

Re: Rogue Trader

Can we agree with the simple statement that most politicians are crooks and should not be trusted?

It's relevant to any WH40K game.
Exalt7212
player, 51 posts
Wed 14 Oct 2009
at 22:06
  • msg #134

Re: Rogue Trader

Yeah I dont trust them, thats why I always vote for the elder god as a write in, Why vote for a lesser Evil?
MILLANDSON
player, 42 posts
Sat 17 Oct 2009
at 03:26
  • msg #135

Re: Rogue Trader

Well, having read through RT, I love it to bits.
Doogan
player, 5 posts
Sat 17 Oct 2009
at 03:32
  • msg #136

Re: Rogue Trader

I agree wholeheartedly MILLANDSON, I think the entire presentation is flawless, and it leaves so much room to stretch out a character while keeping it well-balanced. They definately put out a quality product!
jamat
player, 22 posts
Sat 17 Oct 2009
at 20:25
  • msg #137

Re: Rogue Trader

OK I posted this just now on RPG.net but then realized I should have come here first.

Here is my observation and by the way I do really like the book but think this is a bit of a strange thing to have done.

While rolling up a character I noticed something that kind of annoys the hell out of me.

Each career path gives a list of starting skills and talents that the character should have. Now when you go to spend the starting 500xp the rank one table for that career path lists about 20 things that you could buy.

Why is it that all the starting skills and talents are inthis list.? I could understand if, like in DH, you get an and / or choice with your starting skills then I can accept the xp list needing the starting skills so you can buy the one you didn't choose at character creation.

RT doesn't give you a choice, you get all the skills listed. SO if I get basic weapon training as a starting talent why do I then get the choice to buy it again for 500xp.

As far as I can see you only need to buy a talent once and most don't stack so there is now need to buy it again.

Same with skills, you either get basic or advanced skills so why buy say Barter again when I've already got it. As a basic skill buying it a second time doesn't make it a trained skill and you can't buy barter +10, in the case of athe Seneschal career path until you reach rank 2.

So my question is does anyone know why the designers thought it a great idea to add starting skills to the rank one advancement table. THis only results in reducing the player's choice from 20 possible buys to 10. IMHO I think it was a total waste of time and space.

OR

Am I totally missing something to do with skills and talents that have changed from DH to RT.
This message was last edited by the player at 20:26, Sat 17 Oct 2009.
Doogan
player, 6 posts
Sat 17 Oct 2009
at 21:41
  • msg #138

Re: Rogue Trader

The way I kind of looked at is was as a tool for GMS to create different starting PCs by pricing the starting talents and skills against those that are gained.  Say a character, through ingenious character development and GM approval, decides that his character should start out with more scholarly skills at the sacrifice of some of his other talents and skills. Say, if you wanted to make a really mousy Seneschal, you could drop BWT Universal for Unremarkable talent and 300 xp in Evaluate, Secret Tongue (RTs) and Performer (Histories).
MILLANDSON
player, 43 posts
Sun 18 Oct 2009
at 18:15
  • msg #139

Re: Rogue Trader

Doogan:
The way I kind of looked at is was as a tool for GMS to create different starting PCs by pricing the starting talents and skills against those that are gained.  Say a character, through ingenious character development and GM approval, decides that his character should start out with more scholarly skills at the sacrifice of some of his other talents and skills. Say, if you wanted to make a really mousy Seneschal, you could drop BWT Universal for Unremarkable talent and 300 xp in Evaluate, Secret Tongue (RTs) and Performer (Histories).



That's why I think they did it, and they did the same in DH, so I don't see the problem.
flakk
GM, 315 posts
"The dude abides..."
Sun 18 Oct 2009
at 20:55
  • msg #140

Re: Rogue Trader

It confused me as well=:)  Assuming like the others have said that they are there just for comparative purposes and so if a DH character becomes a RT character.
jamat
player, 23 posts
Mon 19 Oct 2009
at 12:02
  • msg #141

Re: Rogue Trader

Don'[t get me wrong I don't see it as a problem I just wondered why it was done like that and with no explanation to why I just thought it was unusual but with all the comments about why I can understand the reason now :o)
Banjo
player, 57 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Tue 20 Oct 2009
at 12:24
  • msg #142

Re: Rogue Trader

Personally I dont see much of a problem with it, it comes in useful when making homebrew careers.

I think my major critisism of Rogue Trader so far is how central the rogue trader chracter has to be to the party.

I know DH sets careers such as cleric up to be leaders of a party, but it is not set in stone, but in this it pretty much is if your RT you're in charge. So, unless you have a group that get on very well it can/will cause friction between players and the inevitable questions of 'why in the name of the chaos gods is he in charge?'.
Arbentur
player, 9 posts
Tue 20 Oct 2009
at 12:48
  • msg #143

Re: Rogue Trader

Well clearly he is in charge because there is a corrupted administrator at the highest levels who is doleing out Warrants to those that will spread the Chaos Gods will outside the Imperium...
Arbentur
player, 10 posts
Tue 20 Oct 2009
at 12:49
  • [deleted]
  • msg #144

Re: Rogue Trader

This message was deleted by the player at 15:39, Wed 21 Oct 2009.
flakk
GM, 316 posts
"The dude abides..."
Wed 21 Oct 2009
at 15:31
  • msg #145

Re: Rogue Trader

Banjo:
I think my major critisism of Rogue Trader so far is how central the rogue trader chracter has to be to the party.


Arrrrr.  Time for a mutiny maties=:)
Exalt7212
player, 52 posts
Thu 22 Oct 2009
at 03:51
  • msg #146

Re: Rogue Trader

Hey now, in our game I am trying to make an RT that listens and askes for advice on plans and such. I am aware that it can cause friction, so I will be trying to avoid that with a more Irresponsible Captain Taylor type captain. But not as much as an idiot as Taylor was....or was he really a genius...playing as an idiot?
RevMark
player, 47 posts
Fri 23 Oct 2009
at 12:39
  • msg #147

Re: Rogue Trader

Heh. Flakk, you're famous. See page 2. Anyone else here on the list?

http://www.fantasyflightgames....fficial-RT-names.pdf
flakk
GM, 318 posts
"The dude abides..."
Fri 23 Oct 2009
at 12:54
  • msg #148

Re: Rogue Trader

Yuppers!  It's a wicked nice book and being on a list is pretty cool in a geekish way.
Exalt7212
player, 53 posts
Fri 23 Oct 2009
at 13:33
  • msg #149

Re: Rogue Trader

Page 6 for me.
Arbentur
player, 11 posts
Fri 23 Oct 2009
at 13:57
  • msg #150

Re: Rogue Trader

Page 2 for me
flakk
GM, 346 posts
"The dude abides..."
Thu 10 Dec 2009
at 19:09
  • msg #151

Re: Rogue Trader

Banjo
player, 65 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Wed 23 Dec 2009
at 23:35
  • msg #152

Re: Rogue Trader

It is time for Bnjos's Christmas Lecture which I have entitled

On Combining Games

(Part 1)*

*This is quite a long post (well 2 posts) written in the badly abused english of a Northerner, so you may want to give it a miss and have a cuppa instead, but for those involved in GMing Rogue Trader and Dark Heresey I believe it addresses a problem which I think is rather important.


Now as you know, I have said a few times in the past I am very interested in melding together Dark Heresey and Rogue Trader. Initially the idea seems simple and staight forward, the RT book even has a little paragraph on how to do it. Basic idea is a level 5 DH character is roughly eqivelent to a level 1 RT character at 5000xp ecah.

So you sit there and say to youreself 'I take my level 5 cleric drop him in and bobs your uncle everything is all fine and dandy'.

Or is it?

With 5000xp a cleric at level 5 is likely to have quite a few decent skills and talents such as Blademaster, True Grit, Nerves of Steel and a wide variety of lores (common, scholastic and forbidden) which all come in at 100xp each as well as upto nine extra wounds (8 of which cost 100xp the ninth costing 200xp), after that there is a smattering of 200xp and 300 xp skills and talents notable ones being tech use, medicae, swift attack.

So I flick to the RT book to gen a Rogue Trader for the cleric to accompany. At 5000xp he comes with the following

Skills -:
Command
Commerce
Charm
Common Lore (Imperium)
Evaluate
Literacy
Scholastic Lore (Astromancy)
Speak Language (High Gothic)
Speak Language (Low Gothic)

Talents -
Air of Authority
Pistol Weapon Training (Universal)
Melee Weapon Training (Universal)

Plus one or two other extras depending on background and the 500xp left over to individualise the character.

So when they meet the Cleric is likely to be more capable on a meachanical level than the Rogue Trader (hell my Commisaar in RevMark's Dark Heresey game, which is based on the cleric career, who is still only at level three has twice as many skills and talents as a 1st level Rogue Trader) the only difference being the stats which are on average 5 higher for a starting RT character or would be if the DH character did not have a bucket load of xp sitting around of which a nice proportion could be spent on stat advances which would mean only a few stats of the Rogue Trader are higher and very likely some of his stats are going to be lower.
Banjo
player, 66 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Wed 23 Dec 2009
at 23:47
  • msg #153

Re: Rogue Trader

On Combining Games

(Part 2)*

*I'm still blabbling on I'm afraid so for those still not wanting to do this go have another cuppa, probably worth going for the Chocolate Hobnobs as well. Don't worry it's Christmas, you can pig out on the world's greatest chocolate biscuits if you want, we wont hold it against you.


It gets even grimmer when you start leveling up the characters in a joint game stroy. In DH all the skills and talents that you would consider top of the line cost no more than 300xp (things like dual shot, wall of steal, combat master) with an average cost of 200xp and atainable at a relatively nice rate all the way to level 8 at 10,000xp. Now in RT after level 1 only a handful of skills and talents cost 100xp the rest costing 200xp or even 500xp, and the juicy ones in DH that usually cost 200xp are likely to set your RT character back 500xp.

When progessing side by side a DH character will leave an RT character so far behind it's laughable, an example being by the time an Rouge trader is in a position to buy Swift Attack and Chrushing Blow (two no brainer combat skills in my opinion) at level 4 for 500xp each he is at 13,000xp which means his cleric companion is more than halfway through level 8 and before the trader even reachs a posotion to get blademaster (for you guessed it, 500xp) at level 5 (17,000xp) the cleric has bought pretty much every skill and talent available to him.

Now the best bit is when you look at the different careers side by side and realise that when you compare similar career styles, combat, support, generalist etc on a purely skill and talent level there is very little difference between the characters of either system apart from the obvious one that RT characters have the option to take the new skills and talents most of which were created to interact with the new game mechanics of RT (there are one or two new general skills and talents such as unarmed master which are likely to find their way into DH: Ascension but they are in the minority).

This begs me to ask the question, if pound for pound a DH charcter is far more capable than an RT one how is RT a more powerful setting (to use FFG description)?

The answer is quite simple, its in the equiptment you use and the setting itself. In DH the only people you have are your cell normally, in RT you have an entire space ship with a crew, the power come from having the resourse to go anywhere. Along side this you have easy access to high level kit such as power swords an plasma pistols, stuff most DH characters can only dream about getting their mits on.

On top of all this is the way xp is dished out. In DH you are suggested to give out 200xp per session, one session being defined as 4 hours of gaming give or take, in RT you are advised to give out 500xp.

And now the penny drops. Individually, in their own games a DH and a RT character are likely to gain skills and abilities at the same rate simply beacuse the RT character gets more xp to offset his expensive advances and on top of that an RT character gets the good equiptment to make his setting more powerful (Although I prefer to describe it as more terminal at times).

But now I hit my problem, I'm not running a DH and RT game individually, I'm merging them into one. A DH character will walk into RT and just out pace the RT characters with the boosted xp and access to top of the line equiptment and conversely an RT character in a DH game just won't go anywhere as it will take way to long for him to advance whilst everyone else is moving along at the normal DH speed.

So what are the solutions? Actually I dont really know yet, I'm kind of hoping you lot will give me some inspiration.

One idea that crossed my mind would be telling the DH character in the RT setting that he could not have access to the same toys as the other boys and girls, but that just seems far to unfair, and in what sensible way are you going to say in game 'You can all use the Trader's resources to get some shiny new swords, you on the other hand can fuck off' especially when the Trader is likely to be played by one of the players who will probably do his best to get as many advantages on his side as he can.

My other idea was awarding DH charcaters 200xp a session and RT ones 500xp a session regardless of which game they are in, but when I take my GM hat off and put my roleplayer's one on my mind screams that is just unfair, the characters have just partaken in the same scenario, why should one merit getting so much more or less than the others given that they just overcame the same problems.

Here is where my rant... I mean verbal expression of my unease ends, for those that decided to have a cuppa and a biscuit you may continue with you drink happy in the knowledge I'm going to stop talking for a while.

For those that have read the whole thing, congratulations I think are in order (be very glad you dont have to read any of my MRes or PhD theses), now I would be very interested to hear your thoughts and ideas on my merging games problem.
This message was last edited by the player at 09:52, Thu 24 Dec 2009.
RevMark
player, 53 posts
Thu 24 Dec 2009
at 10:26
  • msg #154

Re: Rogue Trader

  I'm getting Rogue trader for christmas, so I'll probably be able to comment more sensibly afterwards, but my gut feeling, given the difficulty you've explained, is that running characters on RT and DH careers simultaneously is not possible to do fairly for the reasons you've outlined. You essentially have to make a decision which system you're going to use, and convert characters from one to the other as necessary. Probably, if you're wanting to use the kit from RT, that means figuring out what xp level the DH characters are, choosing an RT career for them, and doing all future advancement through that career, though you could do it the other way round. That should ensure that you don't get some outpacing others. Of course, that does mean that you lose a lot of the distinctives of the careers you lose - the other system is essentially just employed to provide an alternative background. The other option is to just accept that in games mechanics terms you will have some characters more powerful than others and to live with it. Another offsetting factor to consider is that, by and large, the RT classes are people of far more social significance and independence than DH classes. Some of the disparity could be explained by reference to this. A Rogue Trader, Explorator or Navigator is a person of real significance in the 40K universe, not just in terms of wealth, but in terms of influence, freedom of movement, and lack of oversight and management of them by other more important individuals. None of the DH careers have anywhere near that level of importance or social freedom (if you take away their standing as acolytes of an Inquisitor) until you get to really high levels.
Banjo
player, 68 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Mon 28 Dec 2009
at 11:55
  • msg #155

Re: Rogue Trader

Don't worry this is not a long ranting post.

FFG have put up another little player aid for RT in the form of the Drydock, a quick reference guide for the construction of a ship and space combat.

http://www.fantasyflightgames....e_news.asp?eidn=1015
MILLANDSON
player, 48 posts
Mon 4 Jan 2010
at 21:41
  • msg #156

Re: Rogue Trader

FFG do seem to be doing well by their customers.

Hell, I just got a letter in the post from them today. Upon opening it, I found a Christmas card, posted from the US, to me, thanking me for being a playtester for the Rogue Trader supplements, and wishing me a Happy New Year ^_^

So yea, I like them ^^
crownblade
player, 9 posts
Wed 13 Jan 2010
at 23:37
  • msg #157

Re: Rogue Trader

New book coming up for RT, containing three adventures.


Ben E
player, 10 posts
Wed 13 Jan 2010
at 23:39
  • msg #158

Re: Rogue Trader

wow drool...
TheWarriorPoet519
player, 33 posts
GM, player, world-builder
PC-squisher
Thu 14 Jan 2010
at 00:09
  • msg #159

Re: Rogue Trader

now that is enticing.
Tylorva
player, 1 post
Thu 14 Jan 2010
at 00:10
  • msg #160

Re: Rogue Trader

Oooh, shiny!
flakk
GM, 355 posts
"The dude abides..."
Thu 14 Jan 2010
at 03:06
  • msg #161

Re: Rogue Trader

I don't know what it is but know I want it=:)
Gwenlynn
player, 1 post
Tabletop GM of Wfrp, RT
Player of DH
Thu 14 Jan 2010
at 07:10
  • msg #162

Re: Rogue Trader

Same here, I am still trying to get a good feel how to make a proper RT adventure so this book would be a great help to me.
IanBear
player, 3 posts
Thu 14 Jan 2010
at 09:54
  • msg #163

Re: Rogue Trader

awesome, want this noooooow!
Banjo
player, 72 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 14 Jan 2010
at 12:23
  • msg #164

Re: Rogue Trader

Gwenlynn:
Same here, I am still trying to get a good feel how to make a proper RT adventure so this book would be a great help to me.


A RT story is always going to be a bit tricky to work out, We have lots of sources to craft a story within the Imperium and we know how the Imperium functions, or does not a lot of the time, but RT is special, it is a setting beyond the Imperium and not just in a physical outside the Imperium sense. Becasue of how the 40K universe has developed since the the early days of Rogue Trader (the old one not this one) the world outside the Imperium has not really been explored, the best we have to go one is that we can be sure to find Eldar, Orks, possibly some Necrons, a dash of Old One remains and a good smattering of human worlds that were not reached during the great crusades or worlds that were and were then subsiquently lost.

This gives us a lot of freedom in what we do within our RT campaigns but can burdan us as we are moving into unknown territory, we lack the knowlage of what is out there and so what we create could be at odd with the greater setting.
MILLANDSON
player, 49 posts
Thu 14 Jan 2010
at 17:27
  • msg #165

Re: Rogue Trader

As one of the lead playtesters on this, now it's been announced, I'm allowed to say this:

It's really, really good.
Arbentur
player, 14 posts
Thu 14 Jan 2010
at 18:29
  • msg #166

Re: Rogue Trader

Then all I've got to say is: HAWTNESS :)
flakk
GM, 361 posts
"The dude abides..."
Wed 3 Feb 2010
at 16:21
  • msg #167

Re: Rogue Trader

http://www.fantasyflightgames....e_news.asp?eidn=1081

The RT adventure book is sounding better and better.
Gwenlynn
player, 4 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 3 Feb 2010
at 16:23
  • msg #168

Re: Rogue Trader

It sure does :) A gazetteer is just what the doctor ordered.
MILLANDSON
player, 51 posts
Wed 3 Feb 2010
at 17:19
  • msg #169

Re: Rogue Trader

You'll really like that bit too :P
Gwenlynn
player, 5 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 3 Feb 2010
at 18:14
  • msg #170

Re: Rogue Trader

MILLANDSON:
You'll really like that bit too :P

You playtested that one as well?
Ben E
player, 15 posts
Wed 3 Feb 2010
at 19:22
  • msg #171

Re: Rogue Trader

The gazeteer is in the adventure book as far as I can tell from the blurb.
MILLANDSON
player, 52 posts
Wed 3 Feb 2010
at 20:38
  • msg #172

Re: Rogue Trader

Gwenlynn:
MILLANDSON:
You'll really like that bit too :P

You playtested that one as well?


As Ben said, the gazetteer is in the adventure book, so yep, I playtested that, as I playtested the entire book with my IRL tabletop group.
Gwenlynn
player, 6 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 3 Feb 2010
at 21:03
  • msg #173

Re: Rogue Trader

Well i take you up on your word then and believe it si going to be a great buy for me once it hits the shells.
flakk
GM, 367 posts
"The dude abides..."
Wed 10 Feb 2010
at 13:47
  • msg #174

Re: Rogue Trader

http://www.fantasyflightgames....e_news.asp?eidn=1097

I can't wait!  Sounds fantastic.
MILLANDSON
player, 53 posts
Wed 10 Feb 2010
at 14:34
  • msg #175

Re: Rogue Trader

flakk:


It is... MWAHAHA! :P

I wish they'd hurry up and release it!
Taarnish
player, 1 post
Thu 18 Feb 2010
at 23:42
  • msg #176

Re: Rogue Trader

Hi folks, long time listner, first time caller!

I should give a bit of background on this I suppose =]

I have a few years as a GW fan and a couple as a staffer in store, I've had DH for ages and read the fluff but not really had the incling to play so never really bothered with the crunch much. I have an undying love of 40k and Rogue Traders/Battlefleet Gothic.... the more astute of you may see where I am going here...

I just recently picked up a copy of the RT core book (I'd love to play if anyone has a spot btw? Rmail or PM) and I'm looking at running what is looking like quite a complex game here on RPOL. Its a 3 parter and they run pretty much at the same time.

Players take on 3 sets of PCs if you like

BFG Fleet (pc have ships or squadrons? And their own RT Captains to play) for Space Combat
Rogue Trader PC (The Main NPC Rogue Trader's retinue) for Intrigue and serious RP
3:16 Mook (Fun Time) for letting off some steam and General Laughs

BFG rules are available as free PDF from GW main website (ask and I can help with that), I am assuming (bad I know) that everyone considering this has the RT rules by now and 3:16 Carnage Amongst The Stars has a free PDF that is easy to use. I am playing in a 3:16 40k style game at the mooment and I must say it is great for letting off steam in a 40k stylee!

-----------------------edit------------------------

I should also explain I love the idea of RT but feel that if everyone can't play the RT themselves then no-body really should. If I get a Co-GM I suspect they may get a RT PC but not the Fleet Captain, maybe his son or some such, just to round the party out.

So you have:
Fleet Action (everyone gets a RT and his little ship or flottila)
Intrigue (Classic RT action - almost like the Fleet's Senior Away Team)
Combat (Mass Carnage and mayhem from Boarding Actions to Planetary Assaults etc - quick and dirty style)

Go look up 3:16... or I will post a link asap!

Before I go mad and start ranting off and wasting time... Is there any interest in a game like this? I'm looking at at least 1 co-gm or moderator to help me with crunch and maybe 3-4 players (making a total party of 5-6 including GM/Co-GM PCs).
This message was last edited by the player at 23:53, Thu 18 Feb 2010.
flakk
GM, 382 posts
"The dude abides..."
Thu 18 Feb 2010
at 23:56
  • msg #177

Re: Rogue Trader

Welcome aboard and I must say it sounds very interesting.  Wish I had timne for another game but have a full set right now, thank the Emperor=:)  Keep me updated on its progress and maybe some time will free itself up.
kelmscott
player, 6 posts
Fri 19 Feb 2010
at 17:06
  • msg #178

Re: Rogue Trader

Taarnish, that's very impressive scaling for your campaign. Consider me interested - Let me know if you start up a troupe-style campaign.

If you want a kinship model for each PC to be the RT, make them relatives or married couples, all part of the same dynasty.

That way each PC gets a ship, and crew, and so forth.

PCs who are comfortable with troupe-style play can serve as Senior Officers under each other's RT.

Everybody's on the same dynasty, and each captain can take turns on other captain's staff, so there's incentive to work for the benefit of the team, regardless of personal subplots. For example...

PLAYER    PRIMARY      SECONDARY CHARACTERS
Allie     Capt. Axe    Brash's pilot, Ceili's pilot, Doom's pilot
Ben       Capt. Brash  Axe's concubine, Ceili's doctor, Doom's explorator
Chris     Capt. Ceili  Axe's bodyguard, Brash's gunner captain, Doom's missionary
Doe       Capt. Doom   Axe's navigator, Brash's astropath, Ceili's combat psyker

What do you think of this model?
This message was last edited by the player at 17:29, Fri 19 Feb 2010.
Taarnish
player, 2 posts
Sat 20 Feb 2010
at 02:28
  • msg #179

Re: Rogue Trader

I was thinking of that kind of arrangement initially, however the concept of the game is complex enough without Multi-PCing Huge big reams of stats for umpty PCs. The ONLY real need for multiples would be for Space Combat, and switching to a Dynastic Fleet (I like that idea btw... maybe a couple of suitable Allies or Suitors to Dynastic Family might be tagging along?) and BFG Rules kinda alliviates that. Everyone gets a Rogue Trader and gets to make Fleet Combat Descisions without HUNDREDS of NPC Secondary Characters running hither, thither and yon.

Now being that the MEAT of the RT Campaign will revolve around the senior Retinue of the NPC Rogue Trader Fleet Master they will get to do all the interesting stuff. Say the Actual Main Rogue Trader has a Fear of leaving his ship or something. He would need a Capable Away Team to be his Eyes Ears Hands and Mouth. Thats where our RT PCs step in. Pick some Red-shirts to "Go With" and and Teleport yourselves into the Unknown. Fer a Buck!

For Gratuitous Combat we have Space Marines for the 3:16 Bit I think. Deathwatch has lent the Fleet a 10 Man Deathwatch Kill Team under the command of an Itinerant Inquisitor. Not only do you get to play Marines and Kill stuff (LOTS of stuff in 3:16) but because you are Deathwatch you get to pick your Chapter and we all get along nice too! Most of the time anyway. These duys will be dealing with heavy Combat Situations... Boarding Parties, Rescue Missions, Black Ops Snatch and Grabs, Planetary Anihilation, that kinda thing.

Throwing some stuff out there:

BFG (possible seperate Co-GM required?)
Fleet for the Standard PCs will be 400pts per PC. Co-GM Runs the Main RT's Ship instead, but thats for later. This gets you a fair choice of options from the Imperial Lists (I will accept any from Official GW Sources that may be taken by Imperial Fleets only)

RT (possible seperate Co-GM required?)
Standard Rank 1 Rogue Trader PCs. With Maybe 500 extra XP. Dunno. We need a Junior Rogue Trader to lead the Party, an Astropath, an Explorator, an Arch Militant and possibly a Seneschal. Since we have Combat Covered in other parts of the Game I will be playing the resident Gunbunny, but that leaves the rest of the Interesting Roles to be filled and there are no fights over who gets the Biggest Gun... (I know technically its the Explorator, but hey, let me dream...)

3:16
SOOOO simple game. Characters have 2 stats; Fighting Ability and Non-Fighting Ability, and Weapons have three stats; Kills inflicted at Close, Near and Far Ranges. Heavy on Narrative, light on Rules. It uses a Kill Counter that looks like this:

000,000,000,000,000,001

You are expected to run out of room.

Its made to be used with Spacemarine type Characters and Genocidal Xeno-Phobes at that. Deathwatch fit right in. You reckon a Deathwatch Marine could cut down three to four hundred pansy Eldar a Day without much sweat? I think so. Want to trade in a few of those Basic Scalps for some Harder Targets in the hope of getting a Combat Title, or fancy using Technical and Tactical Knowledge to rack up Non-Combat Titles (think Video-Game Unlocks for killing interesting things in imaginative ways)? Looking at Homebrewing that as we speak....

Using standard 3:16 rules with a little Modification and some Award Titles added for fluff and advancement. Basically fit the 40k Theme and our game specifically.

Still only one Victim... sorry Volunteer?
Taarnish
player, 3 posts
Sat 20 Feb 2010
at 02:34
  • msg #180

Re: Rogue Trader

This way you only have Three Characters and they each get to do vastly different stuff, but you are included at every step of the way. Everyone gets ships, everyone gets an interesting RT PC and everyone gets a Marine from their Favorite Chapter to dish out the Pax Impirialis ad infinitum.

Simples.
thew00tninja
player, 8 posts
Sat 20 Feb 2010
at 17:27
  • msg #181

Re: Rogue Trader

I would be very interested in a 3:16 game with the focus on a deathwatch.
Taarnish
player, 4 posts
Sat 20 Feb 2010
at 21:22
  • msg #182

Re: Rogue Trader

The 3:16 bit is just for laughs. The main section will be the RT plot with some bfg space battles.
Smokin_Joe
player, 4 posts
Ghost in the Machine
Mon 22 Feb 2010
at 03:02
  • msg #183

Re: Rogue Trader

I will say that I'm rather interested in playing this game, it seems rather unique and I would like to see how differently Rogue Trader runs as compared to Dark Heresy. Though would like to know a bit more about the systems, I read a bit of Battlefleet Gothic and it doesn't seem that different than the space combat rules they have in Rogue Trader, but with a wider range of ships. Of course would like to know how much creativity we'd be given, not to mention if we're going to be placed in the Kronus expanse or somewhere else in the vast emptiness of space?
Taarnish
player, 5 posts
Mon 22 Feb 2010
at 03:25
  • msg #184

Re: Rogue Trader

It is a pretty big concept but I figure with at least 2 places to post (RT and 3:16 will be preety constant Posting with the occassional BFG Battle in the background to spice things up) there should always be something to do.

I have a fair Idea of the core Plot for the RT game, but it does have some Sandbox sections in it. I have a number of ideas that I will be running specific Chapters of the Story around (Certain Planets and Encounters that I want to run in particular) but I am more than willing to allow Players to be as creative as they like with the setting. I suspect the fewer players we have, the more I will allow Players to run free with the story. I am hoping the RT Story will be minimal Combat so you will have a chance to explore your Characters a little, but I wouldn't expect things to run to peacefully for your guys so beware.

As far as I know the Space Combat Rules for RT are a stripped down and abstracted version of the BFG rules so they should seem a little similar. Aparently the expanded Space Combat Rules that are coming soon are even closer to BFG so using it in this Game makes sense considering the scale of things.

As for exact setting I figured we would start out somewhere fairly Major... I was thinking Mars, after a fleet Refit etc. The entire House going back to work after a couple of decades in Dock... Might be good. Would explain new crews etc. First leg of travel would be out from Mars to the Rim somewhere, maybe the Kronus Expanse and the Halo Stars... could be somewhere else... up to everyone I guess.

So thats 2 players so far interested in the whole deal? And one that would be interested in the 3:16 section.

Hmmm.

I will do a little work and get back to you guys.

Anyone else?
Pcm979
player, 1 post
Mon 22 Feb 2010
at 04:31
  • msg #185

Re: Rogue Trader

Count me in as an Explorator, if that's possible.
dorn213
player, 4 posts
Tue 9 Mar 2010
at 00:16
  • msg #186

Re: Rogue Trader

i'm still looking for a group that needs a Rogue trader. please private message me if you have an opening
Kilgs
player, 30 posts
Fri 2 Apr 2010
at 15:08
  • msg #187

Amazing AP

If anyone's looking for a great Actual Play campaign to follow along with, I recommend this one. This guy is a great writer, he's just doing amazing things in his campaign. In addition, he's fleshing out the myriad oddities with his ship and crew. A lot of it is just hilarious...

http://forum.rpg.net/showthread.php?t=489083
MILLANDSON
player, 67 posts
Mon 5 Apr 2010
at 00:14
  • msg #188

Re: Amazing AP

http://www.fantasyflightgames....d=3&efidt=307862

My review of "Lure of the Expanse" for you all!
flakk
GM, 427 posts
"The dude abides..."
Tue 6 Apr 2010
at 02:17
  • msg #189

Re: Amazing AP

MILLANDSON:
http://www.fantasyflightgames....d=3&efidt=307862

My review of "Lure of the Expanse" for you all!


Nice review!  Skipped most of the spoilers as the adventures sound too fun not to play in=:)
MILLANDSON
player, 68 posts
Tue 6 Apr 2010
at 03:36
  • msg #190

Re: Amazing AP

It is, it's one of the better pre-written adventures I've ever read/run.

I will admit though, seeing one's name printed in a book does make you feel pretty damn awesome :P
Gwenlynn
player, 47 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 6 Apr 2010
at 09:03
  • msg #191

Re: Amazing AP

MILLANDSON:
It is, it's one of the better pre-written adventures I've ever read/run.

I will admit though, seeing one's name printed in a book does make you feel pretty damn awesome :P


I can see why that would be so! To bad that they didn't ask me ;)
Banjo
player, 103 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 9 Apr 2010
at 13:54
  • msg #192

Re: Amazing AP

Fantasy Flight have put up the errata for Rogue Trader.

http://www.fantasyflightgames....e_news.asp?eidn=1249

I notice that Universal Weapon Training (Melee) still does not allow you to use primative weapons.
MILLANDSON
player, 69 posts
Fri 9 Apr 2010
at 17:33
  • msg #193

Re: Amazing AP

Banjo:
Fantasy Flight have put up the errata for Rogue Trader.

http://www.fantasyflightgames....e_news.asp?eidn=1249

I notice that Universal Weapon Training (Melee) still does not allow you to use primative weapons.


Why would it if it was intentionally left out of the Universal trainings? I never thought of that as a mistake anyway.

It does help solve a few problems though, which is good.
Banjo
player, 104 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Sat 10 Apr 2010
at 14:17
  • msg #194

Re: Amazing AP

Without primative weapons being included in the universal training characters are some how able to swing a power sword but are unable to figure out the simple versions which just makes no sense at all.
Tylorva
player, 32 posts
Inquisition Wannabe
Sat 10 Apr 2010
at 14:33
  • msg #195

Re: Amazing AP

I can sort of see it...

If you wave a powersword around the weapon does all the work for you  - it cuts straight through all armour and most parrying weapons as well with minimal effort.  Whereas if you are using a bogstandard edged sword you need to know more about techniques, stances, armour vulnerabilities and so on.

Maybe it's like the difference between driving a manual gear car and an automatic one.  If you've only learnt to drive automatic, then manual seems like a mystery.

But as a GM, I'd probably handwave over it!
rancorius
player, 1 post
Thu 6 May 2010
at 00:50
  • msg #196

Re: Amazing AP

I just picked up my copy haven't read much but it looks good like dark heresy
flakk
GM, 457 posts
"The dude abides..."
Tue 11 May 2010
at 22:16
  • msg #197

Re: Amazing AP

More things to spend your gelt on- Woot!



The new character options sound good as well....but two Xeno races as playable makes me skeptical.  Every Emperor fearing (and even most profit hungry RTs) know better than to trust alien scum!  Burn them with fire!!!!

http://www.fantasyflightgames....e_news.asp?eidn=1329
Tylorva
player, 40 posts
Inquisition Wannabe
Tue 11 May 2010
at 22:24
  • msg #198

Re: Amazing AP

Ooooooh!  I'll definitely pick that one up! :)
Kilroy
player, 1 post
Tue 11 May 2010
at 23:41
  • msg #199

Re: Amazing AP

My guess for the Xenos? Eldar, Kroot or Hrud.
Gwenlynn
player, 60 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 12 May 2010
at 00:27
  • msg #200

Re: Amazing AP

OOhh yes, vehicle Rules!!!!


And other stuff as well, but Vehicle Rules!

Though, playable alien races? Hmmm not sure about that. I like the xenofobic attitude of the Imperium.
Kilgs
player, 46 posts
Wed 12 May 2010
at 13:53
  • msg #201

Re: Amazing AP

Gwenlynn:
OOhh yes, vehicle Rules!!!!


I figured these were coming after I spoke with those evil geniuses. They really wanted to redo the BL rules from the Apocrypha. Let's just hope they took my suggestion of customization rules seriously...
Kilroy
player, 2 posts
Wed 12 May 2010
at 17:20
  • msg #202

Re: Amazing AP

Keep in mind, Rogue traders arent' always inside Imperial law.
MILLANDSON
player, 78 posts
Thu 13 May 2010
at 12:55
  • msg #203

Re: Amazing AP

Gwenlynn:
Though, playable alien races? Hmmm not sure about that. I like the xenophobic attitude of the Imperium.


Rogue Traders aren't inside the Imperium the vast vast majority of the time, since they only have their powers whilst outside of Imperial space. They're also some of the few people allowed to trade and interact with xenos.

I will say this though... the xenos rules are very fun :D
Gwenlynn
player, 61 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 13 May 2010
at 13:55
  • msg #204

Re: Amazing AP

I hate you Millandson, you know already what is inside....

I am still waiting for Lure of the Expanse that has not arrived at our shops yet. Sigh.
Arbentur
player, 22 posts
Thu 13 May 2010
at 14:04
  • msg #205

Re: Amazing AP

I just finally got mine yesterday.  Haven't delved into it yet much more than a little fluff in the beginning and the end so that it doesn't spoil the adventures incase they or a variatoin of them get run in one of the RT games I'm in.  From the little I read much good stuff.
MILLANDSON
player, 79 posts
Thu 13 May 2010
at 20:36
  • msg #206

Re: Amazing AP

Gwenlynn:
I hate you Millandson, you know already what is inside....


For a while now, yes. However, it's not as though they couldn't change stuff inside the book after I've seen it if they got a bad reception or new ideas from the other playtest groups.

I'm still looking forward to getting it, because I really want to see the art! :D
flakk
GM, 462 posts
"The dude abides..."
Thu 27 May 2010
at 15:05
  • msg #207

Free

MILLANDSON
player, 81 posts
Fri 28 May 2010
at 11:26
  • msg #208

Re: Free

It's also been announced (in a d6 Podcast, so I'm allowed to tell you too) that one of the two Xenos in "Into the Storm" will be none other than....

Orky Boyz! WAAAAAARGH!
Tylorva
player, 44 posts
Inquisition Wannabe
Fri 28 May 2010
at 11:39
  • msg #209

Re: Free

Is there an estimated release date for Into the Storm yet?
flakk
GM, 463 posts
"The dude abides..."
Fri 28 May 2010
at 12:42
  • msg #210

Re: Free

MILLANDSON:
It's also been announced (in a d6 Podcast, so I'm allowed to tell you too) that one of the two Xenos in "Into the Storm" will be none other than....

Orky Boyz! WAAAAAARGH!


Awesome!!!!!  WAAARRRGGHHHH!
Banjo
player, 118 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Fri 28 May 2010
at 12:55
  • msg #211

Re: Free

MILLANDSON:
It's also been announced (in a d6 Podcast, so I'm allowed to tell you too) that one of the two Xenos in "Into the Storm" will be none other than....

Orky Boyz! WAAAAAARGH!


Personally I dont think Orkz should be available as a player race.

They are one dimensional killing machines created by a long lost race of god like beings with the sole perpose of smashing things and then smashing them a bit more. What is the point of playing a character whose only reason for existance is to break shit, at least when a human does it you can add in personality and reasons but an ork by its very nature smashes stuff because its an ork.

If the second race turns out to Eldar I am going to swear very loudly for a long time. The problem with playable alien races is simply that they are alien. Their motivation, emotions and personalities are thing that that we can not understand because we dont think anything like them (particularly the Eldar in the 40k setting), so how on earth are people going to play them properly?
MILLANDSON
player, 82 posts
Fri 28 May 2010
at 13:06
  • msg #212

Re: Free

You're welcome to your opinions, but given I've already been using the xenos rules for a while now, you're wrong. The Freebootas have never been "one dimensional killing machines", they've been the closest Ork equivalent to mercenaries and "rogue traders" for a long time. It's been in the fluff for a very long time that Freebootas hire themselves out to other races for supplies, weapons and wealth.

So they seem, to me, perfect for a Rogue Trader game, especially with a huge empire of Orks in the middle of the Expanse.

I'd suggest you wait and see how it's done before writing it off wholesale.
Nagash_FFC
player, 45 posts
Fri 28 May 2010
at 13:40
  • msg #213

Re: Free

In reply to Banjo (msg #211):

In this regard... what is the point of playing elves, dwarves and such...?
Ian0311
player, 1 post
Fri 28 May 2010
at 13:45
  • msg #214

Re: Free

I've only played Rogue Trader with humans, though that was mostly due to player dumb that wouldn't be able to handle xenos or mutants (playing as them or what have you).  Yes, Mr. guy who knows the game better than me, let's tell the Canoness that we don't trust her and that we're only helping her because we have to.

Far be it from me, THE CRIMINAL ARCHMILITANT, to correct the HEAVILY RELIGIOUS ROGUE-TRADER whose ship may as well be a floating church (by his own admission/fluff, it's one of the most religious rogue trader vessels out there), but I'm pretty sure that any suspicions you have about the Canoness's motives should be kept to yourself...

Freebootas sound interesting, from what I've heard about them.  When's that new book getting out or is it already out?
Kilgs
player, 48 posts
Fri 28 May 2010
at 14:12
  • msg #215

Re: Free

MILLANDSON:
The Freebootas have never been "one dimensional killing machines", they've been the closest Ork equivalent to mercenaries and "rogue traders" for a long time. It's been in the fluff for a very long time that Freebootas hire themselves out to other races for supplies, weapons and wealth.

So they seem, to me, perfect for a Rogue Trader game, especially with a huge empire of Orks in the middle of the Expanse.


I'm new to RT fluff but have been following Warhammer products for years (since WFRP v1). I would agree that Orks in 40K have long been the epitome of "mercenary souls." It was the Waaargh fleets that are the enemy of the Imperium. I think the Freebooter is going to be excellent addition to the crew of a ship. Think big, green, impossible to kill Jeyne :-) Not to mention the tension when they have to convince it to hide when they're talking to local Imperial Guard marshal!
Daemonfey
player, 3 posts
Fri 28 May 2010
at 14:17
  • msg #216

Re: Free

I want to play a Freebooter called Mr. Spuck.

"This isn't WAAAAAGH, Lord Captain."
Gwenlynn
player, 63 posts
Tabletop GM of Wfrp, RT
Player of DH
Fri 28 May 2010
at 16:31
  • msg #217

Re: Free

I know that I will not allow Xenos to be playable races in my Campaign. That said, I an curious that they did not choose the Kroot instead. Those sounds to be well playable to me. Plus they do not have a plot driven presence in the Expanse.
Tylorva
player, 45 posts
Inquisition Wannabe
Fri 28 May 2010
at 16:48
  • msg #218

Re: Free

I'd love to play one sometime.  Sounds like loads of fun. :)
Arbentur
player, 23 posts
Fri 28 May 2010
at 17:14
  • msg #219

Re: Free

If one follows the line of 'merc' with being allowed to possibly play a Freebooter, than it's much more likely that we'll see Kroot.  If of course their mindset is alien species that occasionally work with humans because they are mercenaries and not I'm an alien who will occasionally ally with a human to deal with a bigger problem before backstabbing you.
Webseer
player, 1 post
Sat 29 May 2010
at 04:43
  • msg #220

Re: Free

In reply to Banjo (msg #211):

The problem with the 'unknowable' alien is that it's a crap excuse for GW not explaining things. Ultimately, they have houses, ships, societies etc, so they can't by definition be unknowable. Certainly they can have view points, priorities and the like that are difficult to understand, and the vast bulk of the Imperium doesn't bother to try, but they certainly aren't unknowable. As an Eldar you're arrogant, graceful, tragic and morbidly afraid of death. As an Ork you're brutal, war-like and have a she'll be 'right' attitude. Not too hard to get a handle on.
Kilgs
player, 49 posts
Sat 29 May 2010
at 18:48
  • msg #221

Re: Free

That's the one thing that has always bothered me about sci-fi and fantasy settings. We can never really grasp an alien mind-set. Yeah, we can do our best and that's 99% of the time good enough for an RPG. But there are some aliens/races out there that were designed to be completely enigmatic and approaching them from a humanocentric viewpoint makes it impossible to truly grasp them.

I realize this is "way too into sh1t" but it sometimes bothers me. I remember in Traveller when they allowed people to play Droyne and Hivers. Both races being described as completely non-normal. I've never allowed them in games because of that. WH40K sometimes feels the same way for me and it's one of the things that I love about it. Two examples exemplify my frustration:

-The Saruthi in Eisenhorn are a great example of this. Everything they did was so "wrong-feeling" and inscrutable to the humans. It really hammered home the Imperium line that xenos are just badwrong and should be killed. Twice. I loved that entire storyline because the aliens were so "icky."

-The Eldar are simply the coolest race ever. Eldritch, ancient ninja in bone armor with wicked-cool names and spaceships. They worship primal things and "know" more than all of the Imperium combined. They're just awesome. And I think they would make just excellent PC's except for the fact that we can't really get them! We're not supposed to! They're just crazy-a$$ strange and enigmatic, we don't know why they do what they do, go where they go, like what they like etc. I worry that in statting them up as PC's we're going to lose that aspect of them. That mystery and, deep down, that tingle of unease we have when they appear... At the same time, I want to play one bad enough to sell small, useless bones from my body for the chance! Apparently there are several in my ear I don't really use... ;-)

Sorry, rambling instead of working since it's more fun.
This message was last edited by the player at 18:50, Sat 29 May 2010.
Webseer
player, 2 posts
Sun 30 May 2010
at 01:53
  • msg #222

Re: Free

I agree with the Saruthi, but you must remember, they were tainted by Chaos. As for the Eldar, there's a difference between being enigmatic and unknowable. Yes, many people don't know why they do what they do, but some do and certainly people RL do. They react to prophecies and predictions humans don't have access to. They fight to preserve their dying race. If humans had Farseers and were nearly extinct, I believe they would be acting exactly the same way. Thus, they can't be unknowable. Without knowing about their prophecies, the do end up looking fickle, but it all makes sense to them, and the people who bother to figure it out.

The reason aliens in the 40k universe are strange is that citizens are taught not to contemplate their doings, so of course you can't understand what you don't bother to understand.

As an example, I devised an alien race for a different universe. These aliens were incapable of 'Anthropomorphising' things. That is, they were psychologically incapable of forming emotional attachments to inanimate objects and creatures not of their species. This would make their behaviour inhuman, certainly, but there is an understandable reason for it, hence not unknowable.
Smokin_Joe
player, 25 posts
Ghost in the Machine
Mon 31 May 2010
at 02:48
  • msg #223

Re: Free

I will have to agree with Webseer whole heartedly on this one, the whole reason that they're unknowable is that people are too damn stubborn to learn about it. Of course, the official line of the Imperium, Administratum, Mechanius, and everything else shows that if an original through somehow came through their heads, would cause it to blow up, or someone else to blow their head up because it's H3R1ZIZY. There are undoubtedly some weirdness there, but with some time, you can at least figure out their motives, even the Eldar which is simply a matter of time. That and of course the reason why aliens are going to stab them in the back is because humanity is going to do so from previous encounters and you get into a circular logic there, which I will admit is fairly realistic. There's likely individuals of a certain race, as the same as a certain human, such as some Ork Boss who is more than willing to honor a deal for weapons  as well as an Eldar lodging a crysknife in your back as soon as you fended off the daemons because he just didn't like your face. Then you got the fact that it's hard to not hit a right bastard in 40K, so it's no surprise that you can't trust anybody in the game world.

Though I will say that I will agree that perhaps an Ork would not be a good idea for a standard Rogue Trader race, if an uncommon one, just due to some other facts about how they work. While it's definitely possible to have an Ork Freebooter on the ship without too many problems, it wouldn't be too much different than having a Klingon or Krogan aboard a human ship. I will say that the Kroot would be a much better choice, not to mention the fact that it might be fun to get your NOM on?

Also I would just want some advice in plugging in some of your own alien races, class and progression wise, what is fair, what is unbalanced, and other things. Not only would this give GM's some ability to work with alien PC's, but would be able to flesh out a few more careers that don't really conform to the already listed classes. Because that's what I want to see in 40K, they go on and on in the fluff that the Imperium was so wide, with so many worlds with so many cultures, and so many little alien empires that can not be counted, yet everything fits within eight or so classes. But that's just my little pet peeve of mine...
flakk
GM, 471 posts
"The dude abides..."
Fri 11 Jun 2010
at 01:58
  • msg #224

Orks!

I can't wait for Orks!  They are going to be so much fun to play.

http://www.fantasyflightgames....e_news.asp?eidn=1399


The Digger
player, 6 posts
Fri 11 Jun 2010
at 14:02
  • msg #225

Re: Orks!

I'm not sure about role-playing an ork.

Combat: "Ugh. KILL!"

Diplomacy: "Ugh. Me Grosh, Who you? KILL!"

Down time:  "Ugh. (Swig large drink), KILL!"


I may be wrong but wouldn't that get a bit samey after a while?
Arbentur
player, 24 posts
Fri 11 Jun 2010
at 14:11
  • msg #226

Re: Orks!

That's not too different from the Inquisition

Combat: Heretic! Kill! (or sub in Mutant, Witch, Xenos, or Daemon easily)

Diplomacy: Hi, you're a heretic.  First we will torture you and then...Kill!

Down time: Where's the next heretic to...Kill!

You can dilute just about anything in 40k down to that. ;)
Tylorva
player, 47 posts
Inquisition Wannabe
Fri 11 Jun 2010
at 14:15
  • msg #227

Re: Orks!

In the grim darkness of the far future there is only KILL!
flakk
GM, 472 posts
"The dude abides..."
Fri 11 Jun 2010
at 14:37
  • msg #228

Re: Orks!

Arbentur:
That's not too different from the Inquisition

Combat: Heretic! Kill! (or sub in Mutant, Witch, Xenos, or Daemon easily)

Diplomacy: Hi, you're a heretic.  First we will torture you and then...Kill!

Down time: Where's the next heretic to...Kill!

You can dilute just about anything in 40k down to that. ;)


LOL!

Blood Axe and some of the other Ork clans are a bit "odd" in that they use "tactics" and often do other human activities.
barabos
player, 2 posts
Fri 11 Jun 2010
at 14:46
  • msg #229

Re: Orks!

An Ork could organize a fight club.
Or could be a death cult leader.
He could go Skull-bowling or Table-Skull-Smacking.
He could be in charge of destroying heretical stuff.
Riot Control.
Or he could soften the meat in the mess hall, although that would probably not be very tasty.
If trained correct, an Ork might keep his cool for a moment.
Jakara
player, 6 posts
That guy with the flamer
Burny Burny :P
Fri 11 Jun 2010
at 14:52
  • msg #230

Re: Orks!

Ork's! Ork's! Ork's! Ork's! Ork's! Ork's! Ork's!

Right I'm advertising now, I dont care how hard it's gonna be to pull or or how much of a headache it will cause. Who wants to add and Orksee Mech boy/Mad doc to their crew? Mwahahahahaha! Ohh I can see it now.


"Ohhh holy Frack! My leg, my fracking leg!"

"Quick, get him into the shuttle and upto the Doc!

4 weeks later

"WHAT IN HIS HOLY NAME IS THAT! FETHING HELL!!!"

"Whizzup pinky, you no appy with onic?"

"YOU'VE STUCK A FETHING WHEEL ON ME!"

"Red on'n eveythin, go fasta! Ook!"

"What the...."*Vrump, sizel*

"HARHARHARHARHAR Ustom blasta in kneee!!!!!"
barabos
player, 3 posts
Fri 11 Jun 2010
at 15:05
  • msg #231

Re: Orks!

"Sir, that shipment of Lasguns has gone missing, Sir."
"Look, Funny-Legs, what BrumBrum made for me. A LasRevolver. And it has ten barrels. If only I could carry it. Fetch me that TechPriest guy, and tell him to make me an arm strong enough to carry this LasRevolver."
"But Sir, BrumBrum killed him."
"Why, funny legs?"
"Because he needed spare parts for his Sikrat proyekt, Sir. And the tech-priest objected."
"Well fetch me BrumBrum then and tell him to build me an arm."
"But Sir, BrumBrum is dead, Sir. You killed him for being Xenos, Sir. As an example to the men to not be Xenos, Sir."
dlantoub
player, 5 posts
Fri 11 Jun 2010
at 19:13
  • msg #232

Re: Orks!

In spite of the genocidal nature of the or..[checks spelling]..ks. Casualties among the ork race are lower in downtime than you might expect.  Diplomacy boils down to Is he bigger than me? If yes, agree to everything he says.  If no:  Order him around lots.  If he is Gazghull.  Look I don care if I'm taller than 'im, you don argue wiv da Prophet.

Then there are the little things like: You were arguin wi' dat Snakebite. Bad, very bad.  I opes you're never on a Cyboar...
Gwenlynn
player, 69 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 12 Jun 2010
at 08:41
  • msg #233

Re: Orks!

Playing an Ork would be extremely fun and all. But I seriously have doubts about Xenos and humans willingly dealing with them. The hatred against everything Xenos is something every Imperial citizen is brought up with.

You also need to consider:
The effects on morale, the effect of dealing with Imperial authorities
Try explaining a Xenos to that nice Inquisitor over there, look he has a comfy chair waiting for you.
Jakara
player, 7 posts
That guy with the flamer
Burny Burny :P
Sat 12 Jun 2010
at 13:36
  • msg #234

Re: Orks!

You point the ork at him and scream "KILLLLLLLL!!!!" If it work then wooooo, no more inquis. I f it dosent, weel you smegged ether way :P
Ian0311
player, 2 posts
Sat 12 Jun 2010
at 23:26
  • msg #235

Re: Orks!

You can hide anything if you're smart and careful.
MILLANDSON
player, 83 posts
Sun 13 Jun 2010
at 12:58
  • msg #236

Re: Orks!

Except that, as said before, Freebootas have been working with all other xenos and humans, at least those willing to pay in weapons and explosives and stuff, since the start of the setting. Rogue Traders have been hiring Orks forever (hell, they've been trading and hiring all sorts of Xenos in the setting and the novels forever), so it's hardly new or complicated.
MILLANDSON
player, 87 posts
Thu 24 Jun 2010
at 00:39
  • msg #237

Re: Orks!

Just to tell you all...

The next lot of xenos are the Kroot! :D

http://www.fantasyflightgames....d=3&efidt=342104
Gwenlynn
player, 73 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 24 Jun 2010
at 07:36
  • msg #238

Re: Orks!

Kroot, just what I expected :)

Hoot hoot, whistle whistle!
flakk
GM, 476 posts
"The dude abides..."
Thu 24 Jun 2010
at 12:38
  • msg #239

Re: Orks!

Cool beans!  I'm really looking forward to that book.
flakk
GM, 490 posts
"The dude abides..."
Fri 16 Jul 2010
at 01:33
  • msg #240

Re: Orks!

Exalt7212
player, 69 posts
Fri 16 Jul 2010
at 01:43
  • msg #241

Re: Orks!

I know, The battlefleet book is what I am looking foreward to though. Still a ways off but I hope that they add some of the heavy imperial cruisers. If only so at some point I can have a RT with a small Battlefleet fighting a Rogue state or destorying a Xenos empire.
MILLANDSON
player, 95 posts
Sat 17 Jul 2010
at 00:06
  • msg #242

Re: Orks!

Well, I'll hopefully know soon enough about what's in it! :D I'm looking forward to my group giving it a proper thrashing! :P
flakk
GM, 506 posts
"The dude abides..."
Thu 12 Aug 2010
at 16:16
  • msg #243

New books

More stuff on "Into the Storm".
Gwenlynn
player, 99 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 12 Aug 2010
at 16:55
  • msg #244

Re: New books

Necronomicus
player, 2 posts
Blood Ravens
Warhammer 40k Fan
Thu 12 Aug 2010
at 23:04
  • msg #245

Re: New books

If the Necron become playable, I'll be open-jawed at how they did that.
MILLANDSON
player, 111 posts
Sat 14 Aug 2010
at 02:02
  • msg #246

Re: New books

They won't, I can pretty much guarantee that.
Gwenlynn
player, 100 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 14 Aug 2010
at 08:26
  • msg #247

Re: New books

I am still not sure about playing Orcs and Kroots or Harlequin Kisses as they are known here (don't ask). Though both have great comedy value. My players are talking about bringing a Giant Cat as pet for the Kroot. Naming him Silvester. A bird and a Cat what a great combo.

The idea of having A Mek Boy 'improving' the ship............

Not sure if my campaign can handle that much comedy ;)
MILLANDSON
player, 112 posts
Sat 14 Aug 2010
at 15:23
  • msg #248

Re: New books

It's only comedic if you make it so. If you expect that to be the default position of the book, you are very much mistaken ;)
dlantoub
player, 10 posts
Sat 14 Aug 2010
at 18:17
  • msg #249

Re: New books

For the experienced Rogue Traders in here, what is it like?  I've found it very hard to be enamoured by the sheer character power in the system since I'm not very good at coming up with epic backgrounds for my characters, and I find it very hard to come to terms with what my characters can do.
Gwenlynn
player, 102 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 15 Aug 2010
at 08:07
  • msg #250

Re: New books

MILLANDSON:
It's only comedic if you make it so. If you expect that to be the default position of the book, you are very much mistaken ;)


My group is great at turning even the most dark and gritty into light hearted comedy. And Orks, mind you I like them, but they are all about fun and comedy (and being deadly as what). Even in 40k Battle.
Arbentur
player, 28 posts
Sun 15 Aug 2010
at 15:57
  • msg #251

Re: New books

dlantoub:
For the experienced Rogue Traders in here, what is it like?  I've found it very hard to be enamoured by the sheer character power in the system since I'm not very good at coming up with epic backgrounds for my characters, and I find it very hard to come to terms with what my characters can do.


Theoretically there is a whole bunch you can do yes, but it is all dependent on the mindset of the Rogue Trader and the elusive profit factor.

Some RT's will be bombastic and oozing with flair and confidence, others will give the feeling of just scraping by while avoiding larger things using either humor (like mine does) or morose cynicism.  The different outlooks of the RT themselves will let you tailor your personal goals which then can be expanded into goals for the ship and perhaps the command crew.  From there you quickly start to find that you'll be travelling sector wide and beyond...

As long as you've got a decent GM that is.

I have a blast playing the underdog currently who is hamstrung in more ways than one, but I'm always angling for the future to built up rep and profit as well as eventually working on a ship...starting at an all time powerful 30 profit factor makes it a bit slow at the get go when you also start with a problem laden merchant ship....but that's the fun in overcoming it all to build up an veritable merchant empire.
MILLANDSON
player, 113 posts
Mon 16 Aug 2010
at 02:32
  • msg #252

Re: New books

Gwenlynn:
And Orks, mind you I like them, but they are all about fun and comedy (and being deadly as what). Even in 40k Battle.


If you say so. I've only ever seen or played them as dark, uncaring, selfish cunning savages. My players, therefore, have come to hate the vile xenos.
Gwenlynn
player, 103 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 16 Aug 2010
at 06:52
  • msg #253

Re: New books

In reply to MILLANDSON (msg #252):

It doesn't help that some players still have fond memories of 40k the earlier editions. They are depicted as being funny a lot of the times.

It might help that they haven't met a lot of them up close and personal.
dlantoub
player, 11 posts
Mon 16 Aug 2010
at 10:38
  • msg #254

Re: New books

It does hark back to earlier editions of 40k, but not just 40k.

In fantasy battle the reason why orks (and skaven) are so beloved is that a wrong dice throw can destroy a game as often as win it (and these are compulsory).  For player who is out to have fun regardless, these two armies are great, but that is in the grand picture of pushing little figures about a tabletop.

In truth orks are a minimum of seven feet tall and all of that is muscle and bones.  They are vicious, savage, brutal and cunning.  Some orks might engineer circumstances to destroy their rivals, but they are far more likely to call them out in the middle of dinner because that way everyone gets to see the winner win.
Tylorva
player, 57 posts
Inquisition Wannabe
Mon 16 Aug 2010
at 10:45
  • msg #255

Re: New books

Arbentur:
I have a blast playing the underdog currently who is hamstrung in more ways than one, but I'm always angling for the future to built up rep and profit as well as eventually working on a ship...starting at an all time powerful 30 profit factor makes it a bit slow at the get go when you also start with a problem laden merchant ship....but that's the fun in overcoming it all to build up an veritable merchant empire.


Hey, you calling yourself the captain again?  Get back to the bilge, deck-scum! ;)
Smokin_Joe
player, 30 posts
Ghost in the Machine
Tue 17 Aug 2010
at 03:12
  • msg #256

Re: New books

Definitely want to second the whole sillyness of 40K, think it's better when the tone of the setting is moved a bit more towards the less serious mode. Because otherwise, it's pretty hard to feel sympathetic for anybody in cannon, and yea you can really say that the orks are nicer than most Imperial Humans, not even counting the Spiky boys. Of course I'm not entirely certain about how most Rogue Trader games work, but it does look like you have more freedom than any other game, which can be both a boon and detriment. But of course you can really kick down the wall of craziness, by taking the aformention crew and adding a Kilrathi in there.
Tylorva
player, 58 posts
Inquisition Wannabe
Tue 17 Aug 2010
at 09:18
  • msg #257

Re: New books

See, I like my 40K to be grim and dark, with perhaps the occasional touch of dark humour.  I don't really dig the '80's version over the top silliness at all.

But then I got into the whole thing through Dawn of War, Dan Abnett and Dark Heresy which all present it as dark and serious.  So that's the version I love.
This message was last edited by the player at 09:19, Tue 17 Aug 2010.
flakk
GM, 530 posts
"The dude abides..."
Wed 8 Sep 2010
at 19:53
  • msg #258

Re: New books

A world book with an adventure?  Heck yah!

http://www.fantasyflightgames....e_news.asp?eidn=1592
Gwenlynn
player, 126 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 8 Sep 2010
at 20:31
  • msg #259

Re: New books

Ooohh nice! Gimme gimme!

Sounds very useful and it will help me once I finish the Lure of the Expanse campaign.
MILLANDSON
player, 116 posts
Wed 8 Sep 2010
at 23:55
  • msg #260

Re: New books

Think of the factions, plot hooks, etc, that were in Disciples of the Dark Gods

Then add more Rogue Trader stuff (new planets, myths, etc).

Then make it twice as good as DotDG.

You then have Edge of the Abyss. I can't wait to have a proper copy of it for my non-playtest group to use!
Gwenlynn
player, 127 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 9 Sep 2010
at 07:12
  • msg #261

Re: New books

Well I never saw disciplines of the Dark Gods supplement as I am only a player in our DH campaign. But it does sound tremendously useful.
flakk
GM, 556 posts
"The dude abides..."
Tue 12 Oct 2010
at 17:50
  • msg #262

Re: New books

Gwenlynn
player, 135 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 12 Oct 2010
at 19:59
  • msg #263

Re: New books

Sounds like a neat book to me.
Kilgs
player, 76 posts
Tue 12 Oct 2010
at 20:44
  • msg #264

Re: New books

If we end up with more detail about the 'unknown' Expanse than Calixis, I'm gonna go all dakka on someone.
Tylorva
player, 68 posts
Inquisition Wannabe
Tue 12 Oct 2010
at 21:20
  • msg #265

Re: New books

Dakka them from me as well! ;)
flakk
GM, 559 posts
"The dude abides..."
Mon 18 Oct 2010
at 16:32
  • msg #266

The Frozen Reaches

http://www.fantasyflightgames....e_news.asp?eidn=1681

Orks and snow!  Sounds good to me!
Gwenlynn
player, 137 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 18 Oct 2010
at 17:10
  • msg #267

Re: The Frozen Reaches

Jumps up and down with glee!

Put on Karaoke and starts singing (badly) to!
Thraxar
player, 16 posts
Mon 18 Oct 2010
at 17:34
  • msg #268

Re: The Frozen Reaches

I will get this for ork rules alone if they are in there.  Time for some ork hordes wooooo
Kilgs
player, 78 posts
Tue 19 Oct 2010
at 15:07
  • msg #269

Re: The Frozen Reaches

You gotta figure an Ork war horde is going to get statted up. Carts, guns, different troops. It's definitely going to be great for Deathwatch and Rogue Trader.
Thraxar
player, 17 posts
Tue 19 Oct 2010
at 15:18
  • msg #270

Re: The Frozen Reaches

Im already working out mutant hordes using the discipls of the dark gods.  Loads of mutants with the odd supermutant or high level psyker.  The fan made horde rules on dark reign give some good ideas on how to make your hordes have a different feel.
Kilgs
player, 79 posts
Tue 19 Oct 2010
at 16:28
  • msg #271

Re: The Frozen Reaches

Thraxar:
The fan made horde rules on dark reign give some good ideas on how to make your hordes have a different feel.


Linkie? I find Dark Reign to be a slog when looking for stuff since it's all based on recent uploads. Takes forever to find something you looked a month earlier.
Thraxar
player, 18 posts
Tue 19 Oct 2010
at 16:35
Kilgs
player, 80 posts
Tue 19 Oct 2010
at 17:03
  • msg #273

Re: The Frozen Reaches

Much obliged!
flakk
GM, 591 posts
"The dude abides..."
Thu 16 Dec 2010
at 14:49
  • msg #274

Re: The Frozen Reaches



From the new book coming out- Edge of the Abyss!

The Rak'Gol certainly look and sound interesting!
Banjo
player, 141 posts
GM, Roleplayer, Wargamer
and Part-time Scientist
Thu 16 Dec 2010
at 16:43
  • msg #275

Re: The Frozen Reaches

The only thing I'm a bit disapointed by, apart from the creation of new races when there are some perfectly servicable races that have been neglected for years, is the gun. It just looks far too human, it does not really fit in with the rest of the image.

I will say however thank the god emperor we have another non-bipedal race, the alomst everything being the decendants of the Old Ones and C'tan thing was getting a bit too much for me.
flakk
GM, 592 posts
"The dude abides..."
Thu 16 Dec 2010
at 17:15
  • msg #276

Re: The Frozen Reaches

Banjo:
The only thing I'm a bit disapointed by, apart from the creation of new races when there are some perfectly servicable races that have been neglected for years, is the gun. It just looks far too human, it does not really fit in with the rest of the image.


Maybe they are scavengers?  And yes I agree, it certainly stands out.
pdf1983
player, 3 posts
Thu 16 Dec 2010
at 17:25
  • msg #277

Re: The Frozen Reaches

It actually really reminds me of tyranids.  Minus the gun of course -- I agree to human looking
OrtHodox
player, 19 posts
Thu 16 Dec 2010
at 20:47
  • msg #278

Re: The Frozen Reaches

So Edge of the Abyss only came out now? Oh, that must be the reason why my Into the Storm and Edge of the Abyss order came in late by two weeks.

Anyone else got the book already? If not, lemme know if you want me to give you a first impressions from it, or sumptin' (by the by, the Rak'Gol also caught me eye when I first leafed through the tome).
Tylorva
player, 79 posts
Inquisition Wannabe
Thu 16 Dec 2010
at 21:49
  • msg #279

Re: The Frozen Reaches

I picked up Edge of the Abyss (in the UK) from Leisure Games several weeks ago...
Gwenlynn
player, 159 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 16 Dec 2010
at 22:14
  • msg #280

Re: The Frozen Reaches

Same here, I already got it. But thanks for the offer.

I think you got a point with the gun. Of course they do use SP weaponry and there is only so much you can do with those.
OrtHodox
player, 20 posts
Thu 16 Dec 2010
at 23:21
  • msg #281

Re: The Frozen Reaches

Yeah, so I reckoned that things were not right if I had a copy before everyone else. It's the FFG dev diaries coming up now that confused me.

Beep.
flakk
GM, 599 posts
"The dude abides..."
Thu 23 Dec 2010
at 22:11
  • msg #282

Re: The Frozen Reaches



I'd give my left nut....or at least a chest full of gelt, to play in this one!
Gwenlynn
player, 163 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 23 Dec 2010
at 22:15
  • msg #283

Re: The Frozen Reaches

Yes, I am very curious about this one..........
For more then one reason.
flakk
GM, 600 posts
"The dude abides..."
Thu 23 Dec 2010
at 22:18
  • msg #284

Re: The Frozen Reaches

Gwenlynn:
Yes, I am very curious about this one..........
For more then one reason.


grappling hook gun+ power sword+ melta bombs + gargant reasons?=:)
Gwenlynn
player, 164 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 23 Dec 2010
at 22:35
  • msg #285

Re: The Frozen Reaches

Lol, now that sounds as the good part. I already had my players tangle with one of those very small gargants. On a small planet named vaporius. With all the crashed down stuff, I thought it would be grand to have Orcs down there building stuff from the scrap.
Donan
player, 1 post
Fri 24 Dec 2010
at 21:26
  • msg #286

Re: The Frozen Reaches

Hey all, I'm hoping to take part in a RT game, is there any interest in these parts to have a new one started, preferably with a small and 'cozy' group of players, 4-5?
Thorfred
player, 10 posts
Sat 25 Dec 2010
at 06:25
  • msg #287

Re: The Frozen Reaches

I would also be interested. The problem, as always, seems to be the question about who is going to GM it. Once that would be settled, there are often volunteers to play =D
Donan
player, 2 posts
Sat 25 Dec 2010
at 10:55
  • msg #288

Re: The Frozen Reaches

Surely there are lots of people here with ideas for campsigns or settings, or a sandbox game they want to try out? :)
Gwenlynn
player, 166 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 25 Dec 2010
at 12:01
  • msg #289

Re: The Frozen Reaches

I found that I am not much good at being an RPol GM. But as player, I am interested.
Donan
player, 3 posts
Sat 25 Dec 2010
at 13:08
  • msg #290

Re: The Frozen Reaches

I'll post in the wanted - GMs forum, since we have at least 3 interested players now.
MILLANDSON
player, 131 posts
Sat 25 Dec 2010
at 14:37
  • msg #291

Re: The Frozen Reaches

Frozen Reaches is a fairly interesting adventure, and probably the hardest one I've had to test, with the additional rules for the planetary/space invasion and controlling units world-wide.

I hope you guys enjoy it though :) It looks to be a good start to a great trilogy ^_^
Presteros
player, 20 posts
Sun 26 Dec 2010
at 09:37
  • msg #292

Re: The Frozen Reaches

I'd be interested in that too, tbh. Sounds pretty neat. And I tend to avoid reading the official adventures as well.
Smokin_Joe
player, 42 posts
Ghost in the Machine
Tue 28 Dec 2010
at 02:48
  • msg #293

Re: The Frozen Reaches

Would be interested in any Rogue Trader game. Would like to get a little more RT expereience under my belt since I'm actually running a game on another site.
OrtHodox
player, 21 posts
Tue 28 Dec 2010
at 10:09
  • msg #294

Re: The Frozen Reaches

Colour me interested as well. Jist git summin' goin', eh.
Donan
player, 5 posts
Sun 2 Jan 2011
at 10:04
  • msg #295

Re: The Frozen Reaches

Hm, we still need a GM.  I have found another game, but it's full, and in any case, I'e no issues with playing in two of them. :)
Lord Dubu
player, 3 posts
Mon 3 Jan 2011
at 14:36
  • msg #296

Re: The Frozen Reaches

In reply to Donan (msg #295):

I'd like to join an RT game if someone's looking for a player.
rb780nm
player, 2 posts
Mon 3 Jan 2011
at 15:57
  • msg #297

Re: The Frozen Reaches

Oh, me too!
flakk
GM, 601 posts
"The dude abides..."
Mon 3 Jan 2011
at 17:01
  • msg #298

Re: The Frozen Reaches

The RT GM wanted thread is the best place to make requests...even though I was the bad guy and started of saying how cool it would be to play The Frozen Reaches=:)
MILLANDSON
player, 132 posts
Mon 3 Jan 2011
at 20:43
  • msg #299

Re: The Frozen Reaches

flakk:
The RT GM wanted thread is the best place to make requests...even though I was the bad guy and started of saying how cool it would be to play The Frozen Reaches=:)


I'm the even badder guy, in that I've already played it but can't tell you all the juicy bits yet :P I can't wait for it to be released though, I want a proper copy of it with all the pretty artwork! :D
Gwenlynn
player, 168 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 3 Jan 2011
at 23:42
  • msg #300

Re: The Frozen Reaches

I am worse off. I haven't played it yet! I'll also have to GM it for my own team once we get hold of it.
Gwenlynn
player, 172 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 5 Jan 2011
at 23:42
  • msg #301

Re: The Frozen Reaches

Look at this long awaited goodie!

http://www.fantasyflightgames....e_news.asp?eidn=1875
MILLANDSON
player, 134 posts
Thu 6 Jan 2011
at 00:44
  • msg #302

Re: The Frozen Reaches

Oh, you guys are in for a LOT of goodies :D
flakk
GM, 605 posts
"The dude abides..."
Thu 6 Jan 2011
at 03:19
  • msg #303

Re: The Frozen Reaches

Sweet!
MILLANDSON
player, 138 posts
Tue 18 Jan 2011
at 22:22
  • msg #304

Re: The Frozen Reaches

http://www.fantasyflightgames....e_news.asp?eidn=1915

More news on the contents of Battlefleet Koronus ^_^
Gwenlynn
player, 180 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 18 Jan 2011
at 22:42
  • msg #305

Re: The Frozen Reaches

MILLANDSON:
http://www.fantasyflightgames....e_news.asp?eidn=1915

More news on the contents of Battlefleet Koronus ^_^


I hope that the mass combat rules will prove to be handy. Normally I would do thing like that narratively but I can see how important they can become.
MILLANDSON
player, 140 posts
Tue 18 Jan 2011
at 22:58
  • msg #306

Re: The Frozen Reaches

Don't worry, those rules can be used to run mass combats in a narrative manner, just as normal combats can be, without any models, maps, or whatever. I mean, that's what I did during testing, because I detest using models in an RPG (since if I wanted to use models I'd play 40k tabletop again).

I mean, dice rolls and stuff are needed, but no more than in any other combat, or at least that's how I found it.

Hope that helps :)
Smokin_Joe
player, 45 posts
Ghost in the Machine
Fri 21 Jan 2011
at 02:12
  • msg #307

Re: The Frozen Reaches

All I can say is that rules for fighters, bombers, and torpedoes in there. Been hurting to do a good Death Star trench run to my enemies' ships!
Brimflame69
player, 20 posts
Mon 31 Jan 2011
at 18:30
  • msg #308

Re: The Frozen Reaches

I'm playing a rogue trader in RT game I'm in and seem to have come across a dilemma. A potential Arch-Militant who wants to sign on has just told me that he's carrying a suit of Traitor legion power armor in a stasis box covered in purity seal that he's on a quest from the Ministorum to cleanse this item and bring it back into the light. I'm having a very hard time to just not shoot him for heresy (I know I'm not an Inquisitor and it's not my job)

Now, My character has a plan to warp jump to the nearest Space marine chapter world or fleet and hand it over and hope for the best. Am I being too optimistic in the situation at hand or is there a better way of handling it so that we do not cause TPK (total party killing)
crownblade
player, 36 posts
Mon 31 Jan 2011
at 18:42
  • msg #309

Re: The Frozen Reaches

Leave the armor on the steps of the Chapter Keep, knock on the door and run...
Tarrakhash
player, 11 posts
Mon 31 Jan 2011
at 18:44
  • msg #310

Re: The Frozen Reaches

LOL, I suspect if there are any Dark Angels around at the Space Marine Chapter to hear that story the blades of reason will be brought out and your arch militant will be asked a few questions about where he got that suit from and then the person he/she got it from would be next in line...you might even get caught in the firing line.

That is rather tricky, how did he/she come up with that story?
hedonismbot
player, 5 posts
Mon 31 Jan 2011
at 18:45
  • msg #311

Re: The Frozen Reaches

Brimflame69:
I'm having a very hard time to just not shoot him for heresy (I know I'm not an Inquisitor and it's not my job)


You're right, it's not your job. Your job is to try and profit as much as possible from this development.

If it's a mission sanctioned by the Ministorum, you're probably ok there. But of course not everyone will be as liberal-minded as you are. So the Ministorum will probably need to pay a premium to justify you endangering your ship transporting such a dangerous item.

They may also want to visit it and minister to it to make sure those purity seals are maintained. So you'll have to charge them for the lost profit you could have gained by simply jettisoning it into a sun and going on your merry way.

These are just off the top of my head and not very creative, but you probably get my point. Let the Missionary worry about the theological implications and grey-areas. You're the Rogue Trader, and remember the Rogue Trader credo: There's profit to be had!
This message was last edited by the player at 18:46, Mon 31 Jan 2011.
Brimflame69
player, 21 posts
Mon 31 Jan 2011
at 18:53
  • msg #312

Re: The Frozen Reaches

Don't know how the player came up with the story. That's between him/her and the GM. There just seem to be a lot of holes in the story. Why would the Church give it to a lowly Arch-militant. Not insulting the character but for something that important to purify, why not have one of the order do it? How does an arch militant get a stasis box and transport it across multiple sectors of space with no questions asked?

Either way, My characters plan is to become a Calixian privateer so I plan on steering it around in ym favor and use it as a bargaining chip with a space marine chapter. That is, if the inquisition doesn't get to us first.
Tylorva
player, 84 posts
Inquisition Wannabe
Mon 31 Jan 2011
at 18:57
  • msg #313

Re: The Frozen Reaches

You're a rogue trader.  Like others have said, the only thing you should be thinking about is where is the profit.

Ignore the Inquisition, their power over you is limited, especially if you are outside of Imperial space (such as in the Koronus Expanse).  Using as a bargaining chip with a space marine chapter is a good idea.  You could use it as a bargaining chip with multiple people to be honest - there's many who would part with all manner of useful and valuable things for something like that.
Tarrakhash
player, 12 posts
Mon 31 Jan 2011
at 18:57
  • msg #314

Re: The Frozen Reaches

A privateer? A pirate? :D A man after my own heart, you go boy! Be a Pirate, arrrggghhhh. I think negotiatie with the space marine's from a distance. I still think that the idea of heritic armour in the hands of a normal human is going to cause big problems with any chapter...
Gwenlynn
player, 186 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 31 Jan 2011
at 22:58
  • msg #315

Re: The Frozen Reaches

Well, question is, does your character cares about those things? Enough to react and spend more time looking for a suitable AM while he could earn money?

Also, does he actually know what the AM is talking about? Does he have relevant Forbidden Lore Skills to even recognize the suit to be heretical?

For most of us lower beings, SM's are stuff of legends. Mighty and good, smiting  the Xenos wherever they go. Think about delivering a suit back to SM chapter! What opportunities, what profit can be made. It must be an ancient suit with lots of history, opportunity awaits the bold.
Brimflame69
player, 22 posts
Mon 31 Jan 2011
at 23:02
  • msg #316

Re: The Frozen Reaches

He admitted to it being taken from the body of a traitor marine
Gwenlynn
player, 188 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 1 Feb 2011
at 22:18
  • msg #317

Re: The Frozen Reaches

Still, what is a traitor marine? Traitor sounds bad enough and the idea that a Space Marine could betray his own kind is a horrible idea.

Once more, does the RT even realize what he truly has here?
Brimflame69
player, 23 posts
Tue 1 Feb 2011
at 22:21
  • msg #318

Re: The Frozen Reaches

Not entirely but we worked it out. The AM joined my crew and now we're jumping to the nearest Astartes presence in the sector. We'll hand over the armor and see what we can get in return. I'm hoping they'll be able to sponsor me for a letter of marque.
Gwenlynn
player, 189 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 1 Feb 2011
at 23:09
  • msg #319

Re: The Frozen Reaches

Good for you.

Still all I was trying to say is that you should try to ignore things you as player know and only act on what the character can know. This can result in some great fun.

Our DH group has been unknowingly assisted some traitor chapter for a long time because our characters had no reason to suspect them to be bad. As players we knew all along and we committed heresy after heresy with a smile and a groan as we knew that we were going to be in deep deep trouble.
hankichi
player, 1 post
Wed 2 Feb 2011
at 04:09
  • msg #320

and the fun ensues

Oh the fun of doing what you already know is a bad idea under the pretense of it being a good thing. However it does make for a great deal of fun trying to play out of heresy without being all that bad,,, really what is the difference between the good guys and baddes here? We get to kill everyone anyways;-)
Tarrakhash
player, 26 posts
Thu 24 Feb 2011
at 14:30
  • msg #321

Everyone wants to be a hotshot pilot right?

Okay looking through Into the storm, thanks to something that happend in a game I'm in, and saw the Fury Interceptor and thought gee wouldn't that be nice to play a game with a group of pilots and their crew similar to the old Rogue Squadron in Starwars idea.

Not sure if it fits better in RT or DH but since it is in the RT book but I've put it here. Would anyone be interested in playing, or even better GM, a game like that? I'd really like to play either a gunner or a pilot of one of the furies but perhaps two crews maximum and play out the missions and sorties of two crews of green fury pilots and work our way up to being aces?

Either as part of a RT game or as a more military type game along the lines of DW but in the Imperial Guard or Navy?
hairyheretic
player, 25 posts
Fri 25 Feb 2011
at 15:12
  • msg #322

Re: Everyone wants to be a hotshot pilot right?

I think the upcoming Battlefleet Koronus book will have rules for stuff like that.

Product Description
Battlefleet Koronus is an extensive sourcebook for the Warhammer 40,000 Rogue Trader Roleplay Game, covering the myriad starships traversing the Koronus Expanse. It also provides a host of enemy starships to challenge Explorers, and delves into the rich history of the Imperial Navy and Battlefleet Calixis. With new rules on Nova Cannons, torpedoes, attack crafts, and squadrons, plus new options for outfitting player ships, this book is perfect for players and GMs alike!

flakk
GM, 627 posts
"The dude abides..."
Thu 3 Mar 2011
at 12:55
  • msg #323

New stuff

http://www.fantasyflightgames....e_news.asp?eidn=2020

More info on the upcoming Battlefield Koronus.
Gwenlynn
player, 199 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 3 Mar 2011
at 21:13
  • msg #324

Re: New stuff

I expect that book to be most helpful for my campaign.
Smokin_Joe
player, 48 posts
Ghost in the Machine
Sat 5 Mar 2011
at 02:43
  • msg #325

Re: New stuff

Okay, I've got Battlefleet Koronus in my watch list in Amazon, and today I checked it to see that the date has been pushed back to April 15! Now I'm just wondering has the entire book been pushed back, or is this something similar to Rites of Battle, where they're delaying Amazon's shipment to give their own store and FLGS a chance at it?
MILLANDSON
player, 152 posts
Sun 6 Mar 2011
at 11:13
  • msg #326

Re: New stuff

Amazon are known to be awful for RPG books. I would totally ignore whatever release date they are giving and look at dedicated stores, such as leisuregames.com, for the release dates.
Kilgs
player, 154 posts
Sun 6 Mar 2011
at 16:31
  • msg #327

Re: New stuff

Smokin_Joe:
Now I'm just wondering has the entire book been pushed back, or is this something similar to Rites of Battle, where they're delaying Amazon's shipment to give their own store and FLGS a chance at it?


It's not just this. The books come to the FFG warehouse before they go anywhere else so FFG may fill the orders for other stores before sending them to Amazon. Also, Amazon does not have the same priority for RPG books that, say, your FLGS may have.
Tylorva
player, 97 posts
Inquisition Wannabe
Sun 6 Mar 2011
at 17:05
  • msg #328

Re: New stuff

Also, here in Blightyland, FFG books are notrious for getting stuck in customs.  If that happens it means we don't get them for 2-4 weeks until after they are released and there's nothing anyone can do about it.
Gwenlynn
player, 202 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 6 Mar 2011
at 20:54
  • msg #329

Re: New stuff

And where I live, it will be one or two months behind everybody else has got their stock. Sigh.
Tyranus
player, 5 posts
Wed 9 Mar 2011
at 01:50
  • msg #330

Re: New stuff

I understand this is unlikely but if anyone wants a Deathwatch Space Marine aboard their Rogue Trader ship PM me. i know the 2 games can be incorperated in with one other and i am flexible to make my character around your rules and most of your requests.
Devilish
player, 50 posts
Wed 9 Mar 2011
at 08:36
  • msg #331

Re: New stuff

Death Watch marine would work well with the Inquisition. If you'd like to play a spacemarine in Rogue trader, there's the Navigator House Belisarius that has ties to the Space wolf chapter and has a squad or two "under" their command. A single Wolfblade could easily be guarding a higher up in House Belisarius.

Surely some other Chapter has as tight cooperations with a Navigator House.
Tyranus
player, 6 posts
Wed 9 Mar 2011
at 18:35
  • msg #332

Re: New stuff

In reply to Devilish (msg #331):

So does that mean you have a game I can join?
flakk
GM, 630 posts
"The dude abides..."
Thu 10 Mar 2011
at 12:03
  • msg #333

Re: New stuff

http://www.fantasyflightgames....e_news.asp?eidn=2039

More stuff on ships.  Sounds like a solid book.
Gwenlynn
player, 203 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 10 Mar 2011
at 19:55
  • msg #334

Re: New stuff

Indeed, we will at least get some more good shiphulls to play with. I am curious if we find more about alien vessels as well.

Though, I doubt that my players want to upgrade to a bigger ship. The frigate they have now got everything they want. It is fast, agile, packs a nice punch and is quite sturdy. It can destroy anything it cannot outrun and got plenty of space for cargo and some luxuries. It is a perfect flexible ship.
Smokin_Joe
player, 50 posts
Ghost in the Machine
Fri 11 Mar 2011
at 02:07
  • msg #335

Re: New stuff

Frigates are good as well as raiders if you can get some archeotech in there to lower the space requirements, especially in the engine area. Though if you want a good lance batteries or have room for a compartmentalized cargo hold without being a dedicated cargo transport. That and it'd be hard to reenact the start of Episode 4 without a properly large battleship.

Though that only makes me want the book all the more! I got a game where my players are going to pick up their own space dock out in the middle of nowhere. So I'd like to get as many rules about space ships as possible, even if I just turn it into a Battlefleet Gothic game with profit margins.
Kilgs
player, 156 posts
Mon 14 Mar 2011
at 14:47
  • msg #336

Re: New stuff

Anyone have an official date on Battlefleet? I'm about 30minutes from FFG so can't wait to race over there and snatch it up. Along with Rites of Battle... OMG IT HAZ WARHOUND!
MILLANDSON
player, 153 posts
Mon 14 Mar 2011
at 19:38
  • msg #337

Re: New stuff

Well, it's out in the UK tomorrow, same with the rest of Europe, so I'd say... now?
Gwenlynn
player, 205 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 14 Mar 2011
at 23:04
  • msg #338

Re: New stuff

You mean Rites of Battle or the book about the ships (forgot the name)


Ps. About the Warhound. I am a bit surprised that it has less structural points then a Landraider!
MILLANDSON
player, 154 posts
Tue 15 Mar 2011
at 00:47
  • msg #339

Re: New stuff

I think he's on about Battlefleet Koronus, since this is the Rogue Trader thread :P

Anyways, Warhounds aren't built to be very tough, they're designed to be faster than a Land Raider and carry heavier weaponry, but end up skimping on structural integrity because of it.
Gwenlynn
player, 206 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 15 Mar 2011
at 21:21
  • msg #340

Re: New stuff

Not according to the rules of Apocalypse and Epic. A scale of measurement a lot of people will use. We are talking God Machines here. Even if it is just a scout.
Kilgs
player, 158 posts
Wed 16 Mar 2011
at 14:01
  • msg #341

Re: New stuff

Quick and simple discussion of the contents. Looks good!

http://forum.rpg.net/showthread.php?t=566405
Gwenlynn
player, 207 posts
Tabletop GM of Wfrp, RT
Player of DH
Wed 16 Mar 2011
at 19:55
  • msg #342

Re: New stuff

It sure does!
MILLANDSON
player, 155 posts
Thu 17 Mar 2011
at 01:30
  • msg #343

Re: New stuff

It is! :D Got my copy today, been reading it most of this evening, if only to see if any changes occurred since I last saw it, and to see the pretty art ^_^
Gwenlynn
player, 210 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 17 Mar 2011
at 23:07
  • msg #344

Re: New stuff

Can't wait to get a copy to one of the modules I have been playtesting. Pretty art and all that.
flakk
GM, 637 posts
"The dude abides..."
Thu 24 Mar 2011
at 12:03
  • msg #345

Re: New stuff

Gwenlynn
player, 212 posts
Thu 24 Mar 2011
at 21:58
  • [deleted]
  • msg #346

Re: New stuff

This message was deleted by the player at 23:33, Fri 25 Mar 2011.
dlantoub
player, 74 posts
Fri 22 Apr 2011
at 18:19
  • msg #347

Re: New stuff

I'm sure maybe this has all been covered, but I don't want to trek back through all the posts (but I'm sure I will)

What makes a "successful" Rogue Trader game as in, what do people want?

Is it shipboard politics and intrigue?

Is it "discovering new worlds and lost civilisations?"

Is it being on the fringes of the law, and turning up to assist a segmentum battlefleet against chaos or the tyranids simply because we're all in this together?

Apart from the books, what is needed to run these things?
Lord Dubu
player, 47 posts
Fri 22 Apr 2011
at 18:22
  • msg #348

Re: New stuff

dlantoub:
I'm sure maybe this has all been covered, but I don't want to trek back through all the posts (but I'm sure I will)

What makes a "successful" Rogue Trader game as in, what do people want?

Is it shipboard politics and intrigue?

Is it "discovering new worlds and lost civilisations?"

Is it being on the fringes of the law, and turning up to assist a segmentum battlefleet against chaos or the tyranids simply because we're all in this together?


Yes.
MILLANDSON
player, 158 posts
Fri 22 Apr 2011
at 18:37
  • msg #349

Re: New stuff

Lord Dubu:
dlantoub:
I'm sure maybe this has all been covered, but I don't want to trek back through all the posts (but I'm sure I will)

What makes a "successful" Rogue Trader game as in, what do people want?

Is it shipboard politics and intrigue?

Is it "discovering new worlds and lost civilisations?"

Is it being on the fringes of the law, and turning up to assist a segmentum battlefleet against chaos or the tyranids simply because we're all in this together?


Yes.


What he said. There is no right answer, only "Yes".
Lord Dubu
player, 58 posts
Thu 26 May 2011
at 21:42
  • msg #350

Re: New stuff

Here's a question...

I've never seen that convoluted navilis nobilite symbol on anything from GW. Is that an FFG creation?
MILLANDSON
player, 166 posts
Sun 29 May 2011
at 00:16
  • msg #351

Re: New stuff

Nope, it was in the "Inquisition" game, made by GW, I believe.
flakk
GM, 657 posts
"The dude abides..."
Tue 19 Jul 2011
at 15:52
  • msg #352

Re: New stuff

http://www.fantasyflightgames....e_news.asp?eidn=2480

The conclusion of the Warpstorm Trilogy.
Gwenlynn
player, 223 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 19 Jul 2011
at 16:34
  • msg #353

Re: New stuff

Stil waiting for the first one to appear in the stores. But I like it that they appear so close to each other.
Gwenlynn
player, 225 posts
Tabletop GM of Wfrp, RT
Player of DH
Thu 11 Aug 2011
at 11:24
  • msg #354

Re: New stuff

Citadel of Skulls hit the stores.
dlantoub
player, 90 posts
Fri 9 Mar 2012
at 17:12
  • msg #355

Moved....

Thread moved from the general thread to this RT one...

I apologise if there is a proper thread for this.  I'm thinking of poking Rogue Trader to see if it kicks.  I stillneed to acquire the books but I would appreciate any thoughts about the following.  I make no promises though.  I apologise for the strema of consciousness.

*Stage 1:
Character Creation:
    How do you pick a Rogue Trader from applicants? First come first served?

*Stage 1a:
I want the players to feel it is their ship. Therefore more work for me.
    Player created ship.  Requires they know the system therefore will be a lot more comfortable with it than I am..  This could be a big whoops!

I also do not want to drop them into the "exploration bit" first.  I want them to actually RP their ship creation so I get to see how they all work together and confuse my self utterly before things get ploin shaped

*Stage 2: Time passes: Finalise ship bits (roll a dice to determine if the various ship components remain the same quality) and then begin the game.

*Stage 3: Starting point required.

Rogue trader elements:
Encounter Space Hulks
Lost humanity
Political enemies/other problems shipboard
Chaos worlds
Treasure hunts (stc for example, and inherent problems)
Problems planetside
Military diversions (what would happen if they had to transport IG troops or an Inquisitorial entourage)
WhiteLycan
player, 5 posts
Fri 9 Mar 2012
at 17:13
  • msg #356

Re: Moved....

First off, player's don't create their ships, they buy them. It takes hundreds of years to create a single ship. And that's just average.

I've always ran it different from others, but here is how the rulebook says to pick a rogue trader: Whatever character wants to play the rogue trader gets to. If more than one want to be a rogue trader, let them. Either just have 2 rogue traders of the same dynasty inhabit the same ship, or have a ship for each of the rogue traders. (Rogue Trader is a career, by the way, not just a title)

I've always ran it as Rogue Trader is more of a title. So despite the fact that you're a Void Master, you could also be a Rogue Trader. Just means you're a Void Master with a writ of trade.
Gwenlynn
player, 246 posts
Tabletop GM of Wfrp, RT
Player of DH
Fri 9 Mar 2012
at 17:16
  • msg #357

Re: Moved....

The Rogue Trader should be a player on RPol at least that you are 100% sure of that he will stay posting.
alphapred
player, 9 posts
Fri 9 Mar 2012
at 17:24
  • msg #358

Re: Moved....

I seriously second what Gwenlynn said.

Even though I was fortunate enough to chance on an excellent replacement, the transition was not easy and had I not been so lucky the game would have just folded.
Arbentur
player, 57 posts
Fri 9 Mar 2012
at 17:56
  • msg #359

That Rogue Trader sorta feel...

Which is why at times it could be useful to have the Rogue Trader who follows his advancement scheme as well as a second member of the crew that either also part of the family and is following the Rogue Trader path so if one disappears the other can step in seamlessly or be following a different path and then can do the 'shifting' over much like a normal character in ascension can go from their class and into the Interrogator's position or into the Inquisitor's position via elite advance/GM fiat.
dlantoub
player, 91 posts
Fri 9 Mar 2012
at 19:19
  • msg #360

Re: That Rogue Trader sorta feel...

Thanks for the input.  I will have to think very carefully if I really want to run a game of it.
WhiteLycan
player, 6 posts
Fri 9 Mar 2012
at 19:21
  • msg #361

Re: That Rogue Trader sorta feel...

Pretty important to have the books before you think about running a game.
dlantoub
player, 92 posts
Fri 9 Mar 2012
at 19:27
  • msg #362

Re: That Rogue Trader sorta feel...

Not necessarily.  The desire often comes before purchase.  I want to run a game of... therefore I want to buy the books.

Sorry.  I'm extremely negative at the moment so it's tainting the way I look at things.  The game felt like a good idea this morning.
Arbentur
player, 58 posts
Fri 9 Mar 2012
at 19:38
  • msg #363

Re: That Rogue Trader sorta feel...

About the only way I can see it working with your intital concept would be a bit of...flashback/pre-history combined with some accomodating players who would all be connected through the Rogue Traders family.

The initial startup would have personalities but you'd be playing the great-great-great-grand parents that decided to commission a new ship for the Dynasty.  In a number of short scenes you'd leap through time (and people) as they make decisions about the ship based on their influence and assets...kinda like giving a pseudo storyline to the ship through the histories of the player characters ancestors decisions.

Then when it gets to the ship being christened and taking to the Void you'd have the 'present day' crew all decendents of the ones that were part of the cadre that advised and served the Roge Traders ancestors.  It'll give you the bit of story as well as help solidify the crew through background of service...which is where the accomodation would have to come in with the players considering their similar service.  There of course is flexibility in they could have served on other ships/endeavours leading up to the game but they would have been tied into the Family.  Theoretically it could make for a really tight crew that helps push things along well...or you'll have a bunch of resentful players if they don't all agree up front on some of the basic bits.

*shrugs*

Could be really cool or crash and burn hard.
rb780nm
player, 24 posts
Fri 9 Mar 2012
at 21:30
  • msg #364

Re: That Rogue Trader sorta feel...

Or, you could have the players as their characters planning a ship for the dynasty, then through some sort of warp incident or cryogenics accident, they're flung forwards in time a century or two, in order to take possession of their ship.
Arbentur
player, 59 posts
Fri 9 Mar 2012
at 21:33
  • msg #365

Re: That Rogue Trader sorta feel...

Also true :D
Hereticool
player, 16 posts
Sat 10 Mar 2012
at 16:59
  • msg #366

Re: That Rogue Trader sorta feel...

While building the ship from the ground up would take far too long, another option is that they could be repurposing a vessel, so while they would have lots of options of outfitting and shaping the final outcome, there would be a lot of choices.  So more like buying (or being given) a fixer-upper than building one new.

I only GM'ed RT once, and I ran the promo adventure, it's sequel and then started in on the adventure that came with the GM's screen before the game fizzled.  I altered the adventures somewhat and had lots added in to flesh them out.  One of the big motivations of the game however was when they came upon a derelict cruiser rather than loot and leave, they were very intent on salvaging the ship and rebuilding it.  This became an endeavor on its own, running parallel with the other main plot lines.  So they first had to find a way to get it back to where it could be repaired, and then salvage and/or finance parts and labor.  Their original vessel was a raider, and while they never got their crusier void worthy, it was something that motivated them to work towards.

At first I discouraged them a bit, or at least made it clear that it wasn't going to be easy to do, but when they put so much effort into it, it was clear that this is the path they wanted to pursue, sometimes more than the standard plot hooks for the adventure I was running them through.  It also made void combat fun because while they wanted to defeat enemy vessels, they also had their eyes one what might be usable for their other ship.

While I have played RT the least of the four systems, I think it has the most potential for being a player driven game, and the most open to an epic campaign.  I also think it would be the most difficult to run on RPoL, though I haven't had enough experience with all of the systems here to say for sure.
dlantoub
player, 93 posts
Sat 10 Mar 2012
at 20:11
  • msg #367

Re: That Rogue Trader sorta feel...

I suppose in part what might be driving me is the practice and theory is that, from the Ciaphas Cain novels (and Titanicus, which I am rereading), the ships, battlecruisers, escorts and similar probably had battle honours and histories older than the regiments they were carrying and I wanted to reflect part of that onto the players by making them care about the vessel that made all their adventures possible.  The only way I could see of doing that was by making it "theirs".
Alectai
player, 1 post
Sun 11 Mar 2012
at 17:06
  • msg #368

Re: That Rogue Trader sorta feel...

I agree, the ship Should be a character in it's own right, and not just something to get the crew from point to point.

Can't really say much more, as I've not been in a Rogue Trader game yet that gets very far (Or at the least, my characters inevitably wind up being useless because of my infamously bad dice luck).  It's something I'd like to try sometime though.
This message was last edited by the player at 17:06, Sun 11 Mar 2012.
Devilish
player, 54 posts
Sun 11 Mar 2012
at 18:22
  • msg #369

Re: That Rogue Trader sorta feel...

I'm looking forward to this: http://www.fantasyflightgames....e_news.asp?eidn=3133

</img>

Kabaltie Warrior as a career. As a Dark Eldar player this is great, but I don't know how it would fit into a semi normal crew.
Alectai
player, 2 posts
Sun 11 Mar 2012
at 18:28
  • msg #370

Re: That Rogue Trader sorta feel...

Probably wouldn't, Dark Eldar are probably the Least crossoverable race in the setting.  They actually have to be torture-loving maniacs or they're killed by THE CORRUPTION.
Devilish
player, 55 posts
Sun 11 Mar 2012
at 18:46
  • msg #371

Re: That Rogue Trader sorta feel...

True.

I'm interested in it for the background material not much for the option of playing one. I doubt the career is diverse enough to make a whole command crew of a ship, but who knows.

I really don't see them a long term crew on a Trader ship. As mentioned, they need to feed on agonies of others or wither and be harvested by SLaanesh.
Smokin_Joe
player, 51 posts
Ghost in the Machine
Sun 11 Mar 2012
at 19:12
  • msg #372

Re: That Rogue Trader sorta feel...

I agree, having an ork Freebooter aboard is much better than having a Dark Eldar running about. At least with the ork you can keep him from killing things by tossing him some teef, junk, or copious amounts of beer if he gets too hyper.

Though it might make it easier to rejigger it to have a PC Craftworld Outcast/Corsair.
Alectai
player, 3 posts
Sun 11 Mar 2012
at 19:18
  • msg #373

Re: That Rogue Trader sorta feel...

Or you know, some way of making a race actually playable in an RP that isn't what amounts to grimdark Paranoia.

Seriously, even the fragging Necrons got redone to be three-dimensional in some ways.  Dark Eldar as written are a one dimensional race that's forced by the universe to continue being one dimensional supervillains.
AtLastForgot
player, 14 posts
Mon 12 Mar 2012
at 19:46
  • msg #374

Re: That Rogue Trader sorta feel...

I thought their last Codex did a lot to make them more interesting but as-is they're fairly straightforward, yes.

I agree that Corsair makes much more sense as a Career and I'm surprised they didn't include it along with Kroot and Orks. But it's certainly simple enough to houserule.
SENIOR CARDINAL IGNATO
player, 169 posts
Innocence Proves Nothing
Fri 22 Jun 2012
at 15:12
  • msg #375

Re: That Rogue Trader sorta feel...

Finally the Senior Cardinal Ignato finds something useful to do with the heretic spies of google earth, fun for all aboard hovering over the cowering masses!

http://www.voidstate.com/rpg/40k_ship_visualizer/
Thorfred
player, 17 posts
Fri 22 Jun 2012
at 16:10
  • msg #376

Re: That Rogue Trader sorta feel...

That is actually amazing! Thanks for sharing =D.
WhiteLycan
player, 14 posts
Tue 3 Jul 2012
at 09:20
  • msg #377

Proposal

So just throwing this out there, I haven't run any numbers yet on the viability of this: How well would a rogue trader arena game be received where each player starts with a set amount of points to buy and outfit their ship with, a set amount of PF, and the arena is space battles only? There'd be no PCs, only the ship.

The rules would need to be houseruled to Mathhammer combat rules, which most of you are familiar with. If not, find them on the FFG Rogue Trader forums. This would keep battles from being "I go first, I win".

The players would only have enough points to start off with a smaller craft such as a Raider. They'd need to slowly increase their PF to buy bigger ships. There'd also be some sort of trade-in value system for getting rid of your current ship to buy a new one.

Just brainstorming here.
Gwenlynn
player, 264 posts
Tabletop GM of Wfrp, RT
Player of DH
Tue 3 Jul 2012
at 17:33
  • msg #378

Re: Proposal

Why not use the good old tried and proven game of the Battlefleet Gothic system?
Not that I would participate mind you, just sugesting.
This message was last edited by the player at 17:34, Tue 03 July 2012.
Castleman
player, 108 posts
Tue 3 Jul 2012
at 17:40
  • msg #379

Re: Proposal

I would have said, and would play, BFG (but got beaten to it - cheers Gwen). It has the added bonus if being less complicated, free and a deicated space combat system. Vassal has a module for it, but it can just as easily be played on a grid or homemade map.
Smokin_Joe
player, 53 posts
Ghost in the Machine
Tue 3 Jul 2012
at 18:57
  • msg #380

Re: Proposal

Not to mention the fact you take away a vital part of the game. Mainly being the biggest space bastard you can be.
WhiteLycan
player, 15 posts
Wed 4 Jul 2012
at 05:01
  • msg #381

Re: Proposal

Arenas aren meant for much RP. And key reason for not using BFG is that I've never played it.
Castleman
player, 109 posts
Wed 4 Jul 2012
at 06:59
  • msg #382

Re: Proposal

With free rules, maybe now's a good time to start.
WhiteLycan
player, 16 posts
Wed 4 Jul 2012
at 08:08
  • msg #383

Re: Proposal

Seeing as how there's no 40k presence in my area of residence, there'd be no real purpose to learning BFG. It sucks... that's the only reason I play on RPoL.
Castleman
player, 110 posts
Wed 4 Jul 2012
at 08:15
  • msg #384

Re: Proposal

Why not play on rpol then?
WhiteLycan
player, 17 posts
Wed 4 Jul 2012
at 08:24
  • msg #385

Re: Proposal

From what I've seen, there's not as much customization to BFG ships as RT ships. BFG you get a bunch of ships that anyone else could have. RT you actually get to customize each individual ship. I could be wrong, but this is what I've gathered from my hour or two spent looking over some BFG material.
Castleman
player, 111 posts
Wed 4 Jul 2012
at 08:27
  • msg #386

Re: Proposal

That's an fairly accurate conclusion. Is this aim of your game concept to make a snazzy ship, then or fight with it? I fail to see how a larger hold would benefit space warfare.
WhiteLycan
player, 18 posts
Wed 4 Jul 2012
at 08:32
  • msg #387

Re: Proposal

It wouldn't be a usual RP game. It'd be an arena just like a lot of people do with D&D. Make your character, start out at a certain level, and gain gold/experience (PF/XP) through combat with other players or, on request, encounters.
WhiteLycan
player, 20 posts
Thu 5 Jul 2012
at 15:08
  • msg #388

Re: Proposal

So I decided to go through with it. For anyone who wants to blow off some steam and blow up some 40k starships, feel free to RTJ my arena game, King of the Void.

link to another game
SENIOR CARDINAL IGNATO
player, 172 posts
Innocence Proves Nothing
Sat 7 Jul 2012
at 00:57
  • msg #389

Re: Which Book Comes Next?

Please excuse the Cardinal for interrupting game prop threading.  All this talk of Rouge Trader has lead the moral leader back toward actually committing to the RT line, I own the core, which I find is usually enough to run a gambit of campaigns. Although Emperor's Bowels, the supplements for RT seem more important (And make the devine drool to boot) for some reason than compared to Dark Heresy.  Any who I just wondered what the community found to be the essential to running RT or what supplement they would place as 2nd after the core.

Praise The Emperor
and FF bound crack,
YR.Obd.Srvnt.
S.C.I.
Smokin_Joe
player, 54 posts
Ghost in the Machine
Sat 7 Jul 2012
at 04:54
  • msg #390

Re: Which Book Comes Next?

That is a tough one...

I would say that Into the Storm is practically required, especially for character creation since a lot of added backgrounds that are a lot more thematically varied than what's in the book. I honestly have never made a Rogue Trader character without spending some XP on at least one advance, not to mention the Warrant creation is a good way to vary the ship points and profit factor per group which can lead to a nice bit of pregame organization if everybody chooses one step. Then you have other things like ship roles, elite advances, some interesting new equipment, and more importantly regular vehicle rules that actually make the pilot skill useful.

After that, I'd have to say Battlefleet Kronus is vital if you're going to be doing any sort of ship building or combat out in space. It doubles the hulls available, adding the beefier Grand and Battlecruisers, lots of great equipment like safer or faster warp drives, factory facilities, sick bays, and of course the much awaited torpedo, fighter craft, and the BFG BFG Nova Cannon. There's also some good fluff bits explaining the Naval presence out there in the end of beyond, how the Chaos Reavers operate, what makes the orks of the 'Undred-undred Teeth unique in ork terms, and the mysterious new Rak'gol aliens.

The rest are a bit hit and miss, I personally would say that Hostile Acquisitions is worth it for the equipment, world building, and building your own arch nemesis. Though you can probably do without it.
WhiteLycan
player, 24 posts
Sat 7 Jul 2012
at 14:03
  • msg #391

Re: Which Book Comes Next?

I'll leave the more detailed explanation to Joe and just say this.

I'd say if your players are looking at a more space-combat-centric campaign, get Battlefleet Koronus, no argument.

If they like personal combat and talking as well as a little space combat, then get Into the Storm.

If you're really really bad at coming up with space baddies, that's what Edge of the Abyss is for. Tons of space ships to fight.

If your PCs are looking to be criminals in the Koronus Expanse instead of upright Rogue Traders, Hostile Acquisitions is a good buy.
This message was last edited by the player at 14:04, Sat 07 July 2012.
SENIOR CARDINAL IGNATO
player, 191 posts
Innocence Proves Nothing
Sat 22 Dec 2012
at 03:57
  • msg #392

Re: Thanks, but no cigar, excuse me iho stick it seems.

Is the Senior Cardinal correct in his query into rpol that there is not a single Rouge Trader game under way?  I can see the problems starting a game right from character construction to the most vast array of gaming styles in which FFG has worked the game, would anyone be up for a game in the future constructed into a sandbox style of a majority of emphasis on solo missions and illegal Xenos Trade and Hunting?
Tathal
player, 15 posts
Sat 22 Dec 2012
at 09:24
  • msg #393

Re: Thanks, but no cigar, excuse me iho stick it seems.

I would be interested in an RT game along those lines. I have most of the books, including Soul Reaver.
Gwenlynn
player, 289 posts
Tabletop GM of Wfrp, RT
Player of DH
Sat 22 Dec 2012
at 22:32
  • msg #394

Re: Thanks, but no cigar, excuse me iho stick it seems.

Every RT game I know of has died in the early stages. Somehow, RT is hard to do on RPol.
SENIOR CARDINAL IGNATO
player, 192 posts
Innocence Proves Nothing
Sun 23 Dec 2012
at 02:12
  • msg #395

Re: Thanks, but no cigar, excuse me iho stick it seems.

In reply to Gwenlynn (msg # 394):
Yeah, after reading just character creation I could see a ton of problems just getting one off the ground.  Was really just wondering what the interest level was for rt instead of building a game and getting one rtj. Is it just the cardinal losing touch or has the number of war hammer games dropped on rpol over the last year, and now with more FFG titles.  I suppose 2013 and only war will give a good number on how many active players online.
Alectai
player, 10 posts
Sun 23 Dec 2012
at 02:29
  • msg #396

Re: Thanks, but no cigar, excuse me iho stick it seems.

You're not wrong, there's been a big dearth of quality Warhammer 40K rpgs out there.

It doesn't help that most GMs just give up and disappear without a word, or have some terrible disaster occur to them when they dare to try.
Affectedsafe
player, 8 posts
Sun 23 Dec 2012
at 22:52
  • msg #397

Re: Thanks, but no cigar, excuse me iho stick it seems.

I'd most definetely be interested in a RT game

And yes it seems that most RT games die in the early stages.
Arbentur
player, 60 posts
Mon 24 Dec 2012
at 01:09
  • msg #398

Where did my Halo Artefact go to...

Rogue Trader tends to run into a number of issues.  Getting it off the ground and running alone is a good sign.  A consistent GM and PC Rogue Trader character help and the rest of the players willing to work a bit more ahead of time and interweave backgrounds so there is more comradeship and less who is this dren trying to nettle me helps a lot too.

I would also be game for one. :)
Gwenlynn
player, 290 posts
Tabletop GM of Wfrp, RT
Player of DH
Mon 24 Dec 2012
at 21:37
  • msg #399

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

I too would be more then willing to join a RT game. Got the Navigator and Astropath book now, all those options......

On RPol, the sandbox model of RT seems one of the reasons why things fail. Sandboxing can work well, but it seems to me it works better in a game like Amber where people are supposed to be involved in their own little subplots.

Somehow, I think that a game with a GM driven RT would work better since the GM determines which way to go.
Arbentur
player, 61 posts
Tue 25 Dec 2012
at 01:55
  • msg #400

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

It also works if the player of the RT is willing to work with the GM for the direction.  Mixing their own goals and desires into the nudges that the GM tosses their way when they get an occasional 'make a reason to go this way' PM.  Course if the GM isn't good at on the fly shifts the myriad of directions that a player RT can toss into the mix could be a bit heady and problematic.
Smokin_Joe
player, 58 posts
Ghost in the Machine
Tue 25 Dec 2012
at 22:25
  • msg #401

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

I know I'd kill for a good Rogue Trader game, if just for the freedom you get to really play with the world at large and feel like a real bad ass in the world, at least until Only War gets properly distributed.

I know that the best 40K game I had was mostly due to the GM, who to be honest, ran a bit Monty Haul, but the fact that he read over our backgrounds and worked with our backgrounds. The rewards were great, but he also played with us, making us work for it through actual writing and planing rather than strictly going with rolls. It was the best game of Rogue Trader I've ever been in, as well as the best Black Crusade game I was in due to the GM focused on bringing me over to the Chaos side, which was thoroughly interesting because I wasn't a died int he wool baby eater like starting characters are at the start. That battle between being puritanical Imperium, merely radical, and going fully to the Dark Side, is where the meat of a good story is, and every BC game I've been in didn't want to bother with that complexity. God I would kill to run that character again...

But getting back to the main point, it's the work that really intimidates people away from it. There is a lot of good stuff in there, and even with the players taking control of a good deal of the crunch, like the crew, army, and ship, you need to pay attention to all six players or what ever you have to be as important as the Rogue Trader.
SENIOR CARDINAL IGNATO
player, 193 posts
Innocence Proves Nothing
Thu 27 Dec 2012
at 07:31
  • msg #402

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

In reply to Smokin_Joe (msg # 401):

Thanks for all the input,  hearing what worked for players and what didn't is really helpful.  Nobody sees the 41st millennia in the same way for one but it seems like rt would be really a great way to work on PbPif you have a set of really patient players that want to work their way through backgrounds.  I suppose if the gm made it clear enough (yeah sounds easy) but if everyone was willing to run a proper prologue with a goodly amount of open role-play rt could work.  After further consideration sandbox sounds like pulling the pin on a frag and sitting on it, it just is going to be bloody and fun for awhile but someone sooner or later picks up the pieces.  Good luck with all the cardinal's subjects games and let your bolters be blessed.
Brimflame69
player, 113 posts
Sun 30 Dec 2012
at 13:19
  • msg #403

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

For those looking for a RT game, what would interest you more?

1) GM RT and the rest of the players take up support roles
2) PC RT and the same as above
3) Everyone plays someone with a writ(don't have to be a RT), all have your own ships and have decided to work together for a common goal.*

* An actual campaign I'm running with my RL group and going quite well for now.

As for dedication, I know that my past history on this site for being a GM is not the greatest as I have many games that I have started and dropped due to lack of interest or Personal issues but I have finally got my life back to where it should be and have the time and inclination to run it. If there is interest, I will run it. Let me know.
crownblade
player, 57 posts
Sun 30 Dec 2012
at 13:29
  • msg #404

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

I'd be interested in the second option.
Affectedsafe
player, 9 posts
Sun 30 Dec 2012
at 14:29
  • msg #405

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

I'd be interested and would prefer option 1 or 2. But I'm fine with option 3 as well.
Gwenlynn
player, 291 posts
Tabletop GM of Wfrp, RT
Player of DH
Sun 30 Dec 2012
at 19:23
  • msg #406

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

I think that option 1 has the best chance to succeed. That would be my choice.

 Option 3, is that nit essential having as many solo games as you have players?
Brimflame69
player, 114 posts
Sun 30 Dec 2012
at 19:45
  • msg #407

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

I can see how it prob won't work on RPOL. Option 1 or 2 would be better for the site.
Arbentur
player, 62 posts
Sun 30 Dec 2012
at 20:01
  • msg #408

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

Option 3 tends to lead to more time doing 'fleet actions' and less time doing 'away missions' but as long as it's understood that everyone is working towards a similar goal/for a similar cause and it changes the dynamic from you versus the universe over to us versus the universe it'll work.  Like I said it will also allow you to do some magnificent space battles instead of tiny 1 on 2 or 3.
SENIOR CARDINAL IGNATO
player, 194 posts
Innocence Proves Nothing
Sun 30 Dec 2012
at 20:09
  • msg #409

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

In reply to crownblade (msg # 404):
I would be up for what'll three, I really would enjoy an RT game and think it is a good idea that the gm (regardless of his or her past gaming history) gets all the pc's on the same page before jumping into the warp.  I was playing in a WW game where it took a good month for us to start as each character needed to sort out their history with each pc, it seems like a lot of work but it let the players really get a feel for the game and one another.  I just think not focusing on backgrounds steals the element of ship comroderie, I mean if anyone has spent any time aboard just a regular boat in a lake you quickly realize everyone and the ship work together or nothing works.  and this just may beme but if you join a game that dies on rpolnet and are completely surprised it must be your first game on rpolnet, PbP is never easy real life happens, I try to get the most fun out of any game, and some of my favorite games died fast, but hell at least they were there for awhile.  So I would not be disappointed in any rt game that got going.  Hope to see you all in the warp soon.


Yr.Obd.Srvnt
S.C.I.
Smokin_Joe
player, 59 posts
Ghost in the Machine
Thu 3 Jan 2013
at 03:33
  • msg #410

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

Personally, #2 is likely the best way for the longevity in the game, since in the end, the Rogue Trader is the great Face for the group and really involves the entire group in the high faulting parties. Otherwise you can get into the Dark Heresy trap where the PC's get ordered to do all the crap jobs in the sump part of the Hive World rather than attending the action with the boss. Not to mention that there's less book keeping for the GM since you can fully create the noble house, and all of the customs with the armsmen and oddities with the ship, allowing group relativity to take a load off the GM.

Though yes, would still kill for a chance to get in another RT game.
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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