Depending on whether the people I used to play with are interested.
So I was thinking I'd start off with the adventure ("Into the Maw") in the core rulebook
but I gave it a read
and welllll...
First off, what in the seven hells is Hadarak Fel thinking? Rogue Trader or not, what is the man doing with a rogue psyker in his employ?
Second off, how does he figure out where to go so quickly after having his pet psyker briefly scan the mnemolith, when the **** thing is so ridiculously vague as to force the PC's to run around and find someone who's pretty much seen the place in person to identify the place?
Third off, what is the point of the Warp Eddy (more specifically, the punishments inflicted, because I do admit it adds some nice flavor)? 1d5 Morale is fairly negligible and easily survivable for a prepared crew, and the -10 to WS and BS for 1d5 days is entirely meaningless when the trip takes a week or so.
Fourth off, if you're racing with Fel to Magoros, why would you ever really consider a detour to Footfall (if you choose to rescue the pilgrims, you might as well drop them off after looting the Righteous Path)? More importantly, why does doing that not actually matter, since things apparently are supposed to proceed in exactly the same way whatever you do?
Fifth, how exactly does Lady Ash survive the Orks if you leave her and the armsmen to their fates? It's explicitly stated that she's overcome, and the Orks survive to attack the party later, so how did she survive?
Sixth, why does the special rules for fighting among asteroids not apply to the pirate fight, when that engagement was set in an asteroid belt too? It can be chalked up to an oversight, and is easily fixed, but...
And seventh, the reward is outright lacking in imagination. Like, just Profit Factor feels really lackluster, and while the book says you can add stuff to the Path's holds, it still feels a bit cheap to just have Profit Factor as a reward.
I'm honestly thinking of taking a lot of inspiration from the AAR " Into the Maw: or How I Became Incredibly Wealthy" instead of running it as written.
Anyway, for anyone who's run the adventure, thoughts on it?
Also, any other tips to be had for someone GMing RT for the first time?