Published Adventures

By WoodenMonkeyGod, in Rogue Trader

Hey hey hey...

So, Ive been considering running a Rogue Trader game only utilizing published adventures cause...Im lazy? Anyways, Besides Lure, Warp Storm, and Reaver....where are rest of the published adventures? Do most of the supplements book have them? If so, Which dont?

Ive been considering running them by the book cause I rarely do that cause I thought it might be sadistic fun. Like a Call of Cthulhu game...see how far the PC get before everyone goes insane, gets corrupted, and/or dies.

Any advice for those who've run them...like what to do or not to do. What to adjust? Thanks!!!

Shedding Light (con scenario), Dark Frontier, Forsaken Bounty (standalone introductory scenarios), Into the Maw (introductory scenario from core book), The Sacred Heart ( Faith and Coin ), Vaults of the Forgotten ( Edge of the Abyss ), Whispers on the Storm (GM kit), Twilight Crusade (standalone).

The only advice I have is do your usual GM prep but more so; they're so full of inconsistencies, horrible science and unintended consequences that it's probably best to treat them as merely the bare bones of a scenario idea.

Thanks much LoneK, Ive been missing Rogue Trader but gots zero desire for paperwork which is Rogue Trader greatest sin. I thought I just run a sadistic game following the scenarios as close as possible. Kinda like a Call of Cthulhu game...see how far a group of explorers gets before they get destroyed by terrible narratives, bad editing, poor adventuring formatting, and strange call for rolls. ;D

Sadly, Ive never been able to find a group who can handle the sandbox or the feudal society bit. (aka I dont like doing what Im told by the RT) Let alone a group who can handle risk. :( Sad but true.

Sandbox can be a double edged sword in that with sooo much to do as players; a "team" can become unfocused and in essence either make a lot of the situations they step into but don't fully commit too worse for them (i call that shaking the bees nest - lol) or just never getting anything done (in marketing this is known as Dilution funny enough)...

I'm actually starting a new campaign soon albiet it'll be a DH arc this go around - I feel I might have to do linear adventures cause my group is so diverse in its aims and ambition - plus - out of 7 players - 6 are DM/GMs...

Morbid

I expected problems from 2 of my groups in the whole power struggle department that never materialized. But, anticipating the problem I designed the campaign with a Board of Directos, a la the East Indies companies. Yes, someone on board the ship was the "captain," but there was another person, the "secretary general" that was in charge of negoatiations and landings, and the whole Board of Directors voted on Endeavors. The RT had the least number of votes, too. It worked better than intended even though the person playing the "secretary general" hardly ever showed up and there didn't even end up being any power struggle.

For what it's worth, the Board members were representatives of the Ad Mech, the Ministorum, the Administratum, a Navis House, the RT Dynasty, and some minor nobility/merchant cartel investors. Most were PCs and the remainder were governed by a flow chart and the PCs social skills.

I can appreciate not wanting paperwork, but just like the bureaucracy that keeps a Rogue Trader's dynasty afloat, while they plumb tombs, ruins, and parties for loot of all kinds, you probably WILL have some. If you miss RT, then you maybe remember how "baby's first RPG" much of its material is written like. I see Core --> Lure --> Edge --> Warpstorm Trilogy as a pretty 'these all go together" set up; the later books happily reference others, assuming you played them, though they don't penalize you, if you didn't, bit the early books are purely "this book, and the core book. What? Others? Have we written others?" Problem is, most of these, up to either WpS2 (Citadel of Skulls) or WpS3 (Fallen Suns) really do like to play as if this is your first trip through the Expanse, and they almost never make mention of if you own books like Battlefleet Koronus (when they DO, they still don't take things like Attack Craft and Torpedoes into account), so you can often overpower what should be a tough fight, just because. Maybe assume you'll have to tool up some of that.

I expected problems from 2 of my groups in the whole power struggle department that never materialized. But, anticipating the problem I designed the campaign with a Board of Directos, a la the East Indies companies. Yes, someone on board the ship was the "captain," but there was another person, the "secretary general" that was in charge of negoatiations and landings, and the whole Board of Directors voted on Endeavors. The RT had the least number of votes, too. It worked better than intended even though the person playing the "secretary general" hardly ever showed up and there didn't even end up being any power struggle.

For what it's worth, the Board members were representatives of the Ad Mech, the Ministorum, the Administratum, a Navis House, the RT Dynasty, and some minor nobility/merchant cartel investors. Most were PCs and the remainder were governed by a flow chart and the PCs social skills.

I rather like this, overall, and appreciate a scenario, among the players, where they are reminded that they all matter, but it seem weird, in game , that the guy who the ship belongs to, who has all the money, is expected to just sit there, and let others fly his ship around, do adventures, and maybe spend a little of his own money, if they feel like letting him. I suppose it does have that feel of a real pirate ship, or one historical take on them, where the Captain decides where they go, and when, but the crew decides on who gets to be the Captain. Still, in the feudalistic grimdark that is 40K, seems weird for the Lord-Captain to be just a tag-along on his own ship. Maybe I'm reading a bit too much into what you said, and if they had fun, that is the biggest point. Like a Commissar player in OW, no one else really likes the "this player is in charge of the other players" card, so if it worked, cool, but still...

I suppose it does have that feel of a real pirate ship.

Or, say, the East Indies Company , to pluck an example out of the air...

Sorry, my personal knowledge of the EITC is quite limited, consisting of some stuff from the Pirates of the Caribbean movies, and more realistic pirate shows on History Channel, back when it wasn't Pawn Stars/American Pickers Channel, and there it felt more like rich, powerful British nobles using pirates, and otherwise just trying to rule trade for the Crown, sometimes even in the Crown's favor. I'm completely unaware of any pseudo-democracy among them, or even more than a small handful of people making any decisions. Can't speak to that. They always felt sort of like the Corporate Sector Authority, in Star Wars, to me, purely driven my ambition, and the almighty (insert currency here). Could easily be wrong, or simply unenlightened.

The Dutch East India Company dealt with Java, Sumatra, Borneo, Malaysia etc and the British East India Company dealt with China and the Indian subcontinent. I fear you may be confusing privateers in the West Indies (ie the Caribbean) with the 'legitimate' trading corporations of the East, although the fact that they were motivated entirely by money is pretty accurate (see the Bengal Famine and the Opium Wars).

The point being made is that the 'board of governors' was not on board the ship. They were the corporate HQ, the stockholders and board members back in Amsterdam or London or Bombay, while the captains were merely employees with schedules to keep. I believe that's the effect EK is going for, although I wouldn't want to put words in his mouth.

Edited by LoneKharnivore

Actually in my campaign the Rogue Trader's personal PF (he is an NPC) comes from a distant Banking/Brokerage/Cartel and as such is not his own wealth - this point came up twice in the campaign and was used to introduce a new player Seneschal at one point (he was like Mister Wolf from Pulp Fiction) - said Seneschal was sent to see "what was wrong" with the Dynasty's income / ability to gain more PF and then "fix" it...

I have the actual Board of Directors on board the ship, since the scale is very different from John Company or the VOC, although Don's method has crossed my mind and is very acceptable. The ship might belong to the RT, but the RT Dynasty no longer has the funds to operate the ship and various of its functions are now owned by other entities, hence their participation on a voting board.

West Indies pirates had a different system, and it evolved through time. If we are just looking at that Golden Age of Piracy (1600-1650), then there were essentially 2 captains on board the ship, the captain and the pilot, and both were somewhat elected positions. Even with that system, though, the officers only received more shares of the booty than the rest of the crew, and had very limited powers except to adjudicate the Compact that had been established by The Brotherhood aforehand.

<history knowledge>

...aforehand.

I want to be you when I grow up ;)

Heh. I thought about growing up, too. I rejected the concept as staid and settled on paying the bills on time.

<history knowledge>

...aforehand.

I want to be you when I grow up ;)

Wait are supposed to grow up sometime????

this-whole-grown-up-thing-has-been-fun-b

Growing old is inevitable; growing up is optional.

- Bob Monkhouse