- Joined
- Nov 23, 2022
I just realized that I had this whole detailed thing and I never actually posted it. My bad. So anyway, here is Dr. Gamer's prescription for how to run a Rogue Trader game.Any advices on running a Rogue Trader campaign? My players are like a herd of autistic, racist, megalomaniac cats, so I think they will find the setting and the freedom exhilarating, I just don't know if I will be able to DM it properly.
1) Rogue Trader is a game with a bad case of Main Character Syndrome. There is no way of avoiding this. Some character roles are going to be involved in anything (The Rogue Trader, obviously, but also the Seneschal) whereas other roles (such as the Void Master and the Navigator) have one thing they do and there is no character reason for them to be there for anything else. Especially not the Navigator, his job is to stay in his Space NEET Basement, eat snacks, and wait until the Rogue Trader orders a warp jump whereupon he gets to make half a dozen skill tests. If you can contrive a way to make sure that your most engaged player is the Rogue Trader and the least engaged is the Navigator, do it. In my group the Navigator is played by a guy who is regularly travelling on charity work and does not show up for sessions for months at a time. This is an ideal arrangement.
2) Have a bunch of "quantum troll" planets ready to go. Stars of Iniquity has some tables for random planet generation. Do half a dozen of those, and slot them in whenever the Rogue Trader points vaguely at the map and says "I want to go there."
3) Shower your players with goodies. In other games, "Monty Haul" is a pejorative. Here, it's the status quo from Rank 1. Half the appeal of Rogue Trader is the power fantasy, especially if your players have played Dark Heresy before and had previously spent months and risked their lives to acquiring a single item from a Rogue Trader character's starting equipment list. Use the tables for rarity and time to acquire, and if they fail an Acquisition Test they fail it, but don't be afraid to let them get hold of the good stuff. You can also "no, but" any failed Acquisition test. In fact, the book encourages this. If they try to acquire a thing and fail, you can give them options to do something to acquire it anyway that are more involved than a simple roll.
3.5) Make sure that you present them with overpowered challenges to counter their overpowered gear.
4) Always balance combat encounters to be at least 30% harder than you think they should be. It's hard to gauge unless you're very experienced with the system (which I am not), but generally, your players can always kick ass better than you predict them to.
4.5) The way that damage is resolved in the FFG 40k system means that action economy is far less impactful than in, say, 3.PF. You can't assume that more enemies is automatically a harder challenge. More enemies could just mean that instead of 3 successful hits on your players that do zero damage, now there are 10 successful hits that do zero damage. Go for quality of enemy over quantity.
5) Combat in Rogue Trader is a solved game. The solution is combat servitor with a multi-melta. Prevent your Explorator player from finding this out as long as possible.
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