The Big Rolls

By monkyman, in Rogue Trader

I just got my copy of Rogue Trader and to start my champaign with my group (and show of the collector's edition)

As I was looking through and getting ready, I started wondering about the three biggest die rolls in the game.

Starting Ship Points/Profit factor, Machine Spirit Oddity, And Past History

Since these will affect everyone for the whole campaign, I'm giving them a lot of thought.

I actually like that they are random rolls, as this gives the feeling that the characters are not in complete control. It also makes creating the ship character a bit of an adventure. I'll forgo any/all of these rolls if the group has some very definate ideas about what they want the ship to be, but I doubt that will happen.

However, there are some slight problems. First is that some oddities don't really fit with some ship types. A Wrothful or Marial transport don't make much sense, nor does a skittish Raider. While some might find the idea fun, it could also be rather annoying and with such a long lasting effect I'm cautious about making that random.

The second is two the past histories. "Temperamental Warp Engine" is purely negative, which doesn't fit in with the rest being a balance of negative and positive effects. "Roll an 8 and your screwed for the whole campaign" does not sound fun. "Finances in Arrears" feels like it has too much restriction on the characters backstory rather than the ships; also it doesn't really fit with some SP/PF rolls. Sure it makes sense if you rolled a 10 and got a great ship and really troubled finances, but on a 1 your using a transport and have more proft than a "cartel of Free Traders". Why would RT 2 have troubled finances. Also; why should this last the whole campaign.

My current plan is that the group will roll all three in order (SP/PF, MSO, PH). They will have one and only one reroll, which must be used immediately after the roll and the reroll accepted. We'll discuss and possibly allow for any result of "Temperamental Warp Engine" or "Finances in Arrears" to be rerolled once in addition to this.

Thoughts?

I can see your point Martial Hubris and Skittish, but I would only let my players re-roll those results if they felt that it was something that they didn't want to roleplay.

As for Temperamental Warp Engines, reread it. On a 1 through 6, the journey takes longer, on a 7 plus it takes LESS time. Finally, at the GM's (your) discretion, it ends up somewhere other than intended. To me, there is indeed a good side to that past history and an easy Deus Ex for the GM (Bam! You're wherever the story needs you!).

Same for Finances in Arrears. While it makes endeavors more difficult to complete, it gives the players a contact and someone who will definitely help them, as their financiers certainly want them to succeed. Think about the possibilities. The financiers will give them the most lucrative contracts, regardless of the moral implications ("transport these slaves, which will make us kajillions" what will your players do?) and force the players to make difficult decisions regarding repairs and new equipment. e.g. We'll help you outfit your army, but you will have to add the cost to what you owe us...

I will say, though, that your idea of rolling profit factor/ship points, machine spirit oddity, and past history all at once, with one re-roll is a very good idea.

Cervantes3773 said:

As for Temperamental Warp Engines, reread it. On a 1 through 6, the journey takes longer, on a 7 plus it takes LESS time. Finally, at the GM's (your) discretion, it ends up somewhere other than intended. To me, there is indeed a good side to that past history and an easy Deus Ex for the GM (Bam! You're wherever the story needs you!).

Same for Finances in Arrears. While it makes endeavors more difficult to complete, it gives the players a contact and someone who will definitely help them, as their financiers certainly want them to succeed. Think about the possibilities. The financiers will give them the most lucrative contracts, regardless of the moral implications ("transport these slaves, which will make us kajillions" what will your players do?) and force the players to make difficult decisions regarding repairs and new equipment. e.g. We'll help you outfit your army, but you will have to add the cost to what you owe us...

Oops, misread TWE. Seems fine now.

My problem for FiA isn't that is all bad. Having a contact is nice, both as a player tool and for a GM. It's that doesn't fit some PF/SP rolls, and that it is more Character history then a ship history. Still, I'll see if any of the players think its a problem.

Well, one thing to consider is what actually makes up the PF of a starting group.... they could be new and filthy rich, but all of their wealth is in something that the ship seller did not want (pork bellies?), so instead of paying in cash, they paid in an iou of some sort...

Success.

Made the ship this week and the idea of rolling all three and allowing one reroll worked perfectly.

40pf/50sp got us a frigate. Blasphomous tendencies raised a few eyebrows. When Reliquary of mars got us teleportarium (universally agreed to be the best choice), the group decided to reroll MSO, and got resolute, which fit great with the Reliquary. From there the ideas started flowing.

Thus, "The Grace" (short for: His most holy majesty's divine grace, given form and sent forth in the uncharted starts to deliver his bless light to benighted world...) was christened.

great idea! I'm thinking of doing the same, since the ship is such an important part of the game