So, as the title said, I'm going to be GMing for the first time in a system none of us have played before. That's the bad news. The good news is that myself and one of my players are extremely familiar with 40K lore and the overall setting of the Koronus Expanse, and the other is extremely interested and is picking up quickly. Also, I've done a few test encounters, so I'm starting to get the hang of factoring in combat modifiers in my head, keeping tabs on Fatigue, and even a bit of grappling too! We haven't started yet, due to the recent snow storm preventing us from meeting up, but we'll more than likely meet up today and get started within the next couple of days.
My questions for the most part are generally GM related and not so much setting related, but I digress.
1. How and where should I start the game, as I'm guessing, "You all meet up at the tavern... in space..." won't be a stellar way (no pun intended) to start things off. I was thinking either the Star Wars method, where they start off immediately in an encounter, such as a boarding action that will have many rolls fudged just to smooth things along for their first session, or keeping things low key and dropping them off in Port Wander to meet up with the Rogue Trader's contact on the station to learn of the latest rumors.
2. How easy is it to powergame in RT and should I focus my campaigns more around acquisitions, colonizing (have Stars of Inequity) and naval battles (have Battlefleet Koronus as well) to compensate for it? I don't expect my players to purposely powergame, but I've heard that it's not too hard to make characters stupidly overpowered without even intending to do so.
3. Since there are only two players, the Rogue Trader and an Explorator, should I play a GMNPC to add an additional pair of hands to the group that if a person wanted to guest play for a session, could do so? If so, what class would you best recommend so that I could best stay out of the real players' way of having fun?
4. An extension of the previous question, is it safe to assume that there's one character of every class onboard his vessel, but if they're not players, they just never come up during the game? Like of course there's going to be a Navigator, but it wouldn't be as obvious that the ship needed an Arch Militant.
5. What are the ratios of the crew serving onboard a vessel? Such as a ship with a crew of ~10,000, how many would be crewmen, tech-priests, officers, press gangers, gun battery crews, fighter pilots, enforcers, astropaths, etc.?
And lastly:
6. This might be a very subjective question and there may not be a right answer, but for the RT setting, is better to subscribe to the Rule of Cool or play strictly by rules? I feel I'm more inclined to the former, but I'm interested in hearing your guys' opinions before I dive in head first.
Thanks for your time and hope y'all have a pleasant day!