Extra Extra

By Errant Knight, in Rogue Trader Gamemasters

So maybe this different. Maybe this is a combination of LARPing and card games coming out. I want the people in my next campaign to stay IC. I want them to write up downtime actions and keep running character logs. I need to reward them for such. In LARPs we usually give them extra XP. I want something different. I'd like to give those players a method of changing the game in a cool, but random way. I'm calling this Dramatic Moments. I don't even remember if I stole that phrase. I've hunted around the internet for ideas, stolen some, invented some, reinterpreted some, and come up with the following. I'm looking for more ideas and I can't think of a better place to ask for them. So I'm asking for comments on everything from game balance to rule of cool. I'd love more content and I need editing.

https://docs.google.com/document/d/1oPwcmyRVqh6G6azwZbB4aj_TGhSxRaZn6BMHB5orFjE/edit?usp=sharing

Edited by Errant Knight

53. is interesting, because it implies that you've got a stack of these yourself, ready to ruin someone's day. Would this be the case? If it is, I'd say make a separate deck for yourself, and draw some set number of them per session, to be played at the earliest (or most amusing) opportunity. Maybe move some of the 'create a mission' style cards into that deck, and add a few random encounters and modifiers to it. A band of orks inexplicably joins the fray, turning an regular battle into a three-way brawl, or an npc turns out to be a wyrd or a mutant.

As for stuff for them, I think it needs more ship stuff. A few suggestions:

We need more power! - Double ship's speed for one round

Turn of your phones... - Evade the enemy and enter silent running. They will not be able to find you for at least <time> hours.

I know a shortcut - Halve the travel time of a warp route.

Improvised Projectiles - After destroying an enemy ship, it loses control and crashes into another nearby ship.

I'd consider adding a few 'auto-succeed' ones similar to the "Leap of Faith". Or even just general, having one per stat (WS, BS, S, T etc.)

[When It Counts (stat)]: Automatically succeed a (stat) check with 1d5 degrees of success. Must be played before rolling.

When building out the list, consider how often they're going to draw on this, and how much redundancy you want. It might be worth combining are cleaning out some if they're not going to be drawing all that often, or if they are, stacking the deck with multiple copies of a few of the more basic/universally useful ones and singles of the others.

Edited by Quicksilver

One:Similar to Whimsy Cards enabled players to alter the plot slightly in the group's favor. Also see here.

Two: they were earned in play. every one got one card at 1st & at each level gained.

Three: they could be traded in for a "burn a fate point to survive" also.

I have used them is several games, so ask away....