calibur1 said:
I can’t run this game. I can’t tell my players to “ignore the man behind the curtain”, because the setting dictates it. That’s just weak sauce. I’ll get laughed out of the game store with that excuse. It didn’t work with Star Trek or Paranoia; it’s definitely not going to work with Rogue Trader. This is going to end up being another joke game, and I don’t have the time or patience to do that again. What really sucks is that it’s too late to cancel my order. Thanks for the explanations, and sorry for the tangent.
What are you talking about? We've already explained how this game works, you just don't seem willing to accept it. There's no man behind the curtain. These aren't excuses we're giving you - they are the facts of the setting. A RT may captain a vessel of 95,000 men, but those men aren't elite storm troopers or star fleet officers. The vast majority are barely trained labourers.
You seem to be under the impression that every problem a RT could come up against should be solvable by throwing enough men at it. That isn't true. Sure, a tiny percentage could be solved in such a way, but that vast majority require the RT's personal attention. RT isn't D&D with spaceships. You don't just send wave after wave of men down into a dungeon and tell them to bring back loot.
Sample Endeavors included in the Corebook include: Establish an Imperial Colony, Exploit a Resource World, Establish a Cold Trade from Dead Xenos Worlds and Establish a Trade Route. Each includes two variants, each divided into three objectives that need to be met to succeed.
Let's say you want to establish a colony on an old Imperial World. Objective 1 might be to confirm the world is suitable. Upon investigating the world the PCs discover that there is a pirate base present on the world. How they deal with it is up to them - diplomacy, combat etc. They could make a deal with the pirates, giving them a cut of the colonists tithe to the RT in exchange for some protection. Or they could try to bombard the pirates from orbit - the pirates have some defences (a void shield, some small craft and a planetary defence battery), though taking the settlement relatively intact would be far more profitable. They can decide to intimidate the local leadership into submission, lead a ground force (take a few hundred men off the ship) in an attack, maybe the RT and his cadre (the other PCs) try to sneak into the settlement personally to sabotage the defences or assassinate the local leadership etc. They may need to deal with the pirate's ship when it gets back, of course...
Lots of options.
Objective 2: Acquire funding. The start-up costs for a colony are excessive. The RT should try to get a partner to help fund the expedition, again in exchange for a cut in the profits. If things went well with the pirates earlier - if they are either working with the PCs or else their settlement was taken intact - this will be much easier. This will mostly be a diplomatic objective, but there is plenty of scope for intrigue. Perhaps the RT can secure an alliance in exchange for performing a small favour... or maybe the current head of the merchant trade consortium is opposed to the plan, but his heir is another matter? Perhaps two groups want in on the deal... and one threatens to punish the RT if he doesn't agree to work with him.
Objective 3: Set up the colony: round up a group of idiots/pioneering souls and take them out to the planet. The RT has to convince them of the viability of the planet, put up with their complaints on the long journey there, deal with some minor emergencies (like when 50% of the colonists food for the journey turns out to be spoiled), but down a riot (he can either lead the effort himself, which puts him at personal risk but allows for a more controlled response, or else just order his men to deal with it, in which case casualties on both sides will be high, but hey, as long as the RT is safe, right?). Then he has to dump them on the planet and make sure they don't die within the first month.
Throughout this the RT has plenty of options. A lot of the time he really needs to deal with stuff himself, especially the diplomatic bits. At other times he can order his men to deal with it, but doing so (while safer) isn't always the most profitable options. And profit is essentially the main goal of the game. Nuking the pirate base from orbit is pretty easy, but will the profit factor bonus for the endeavor by 2. Taking it with an assault might the factor by 1 (there'll be some damage and casualties amongst your own men), as might an agreement with the pirates (some of the tithe will go to them instead of the RT). The most profitable option (but also the most dangerous) is for the RT and his cadre to cripple the defences or assassinate the leadership himself, forcing the pirates to surrender.
The second objective is all about the RT and his interactions with the other merchants. Odds are any tasks he has to complete to finish the negotiations he and his cadre will have to do themselves - his men aren't really suited to assassinations, sabotage, breaking and entering, spying, blackmail etc.
The third objective agains gives the RT some options - he can delegate much of it to his subordinates, but in doing so he probably loses PF. If half the colonists die of starvation, disease or riots, the RT only has himself to blame.