Prequal help? Forsaken Bounty

By Warp_spawn, in Rogue Trader Gamemasters

Due to some compicate stuff some of my player whant to do a prequal to there currnet campiane to night I was thinking of runnig Forsaken Bounty (less effort) my quetion is this if they get profit or xp should I give it to them (as they didnt have it last time). I could just make them all us the sheet given i FB but i dont what to do that.

if anyone has any addives on FB i would love to here it.

You mean they already have gained xp and they want to go back in time? Complicated little buggers, aren't they?

You could go with 500xp short of starting characters, but the tension isn't going to be there. Can they die or even burn Fate Points in the past, if we know they are alive in the future? And what can get they get out of it? Not xp, as it's the past, they already have the xp.

Maybe some very rare items, or a contact. Perhaps one of the FB survivors has taken their navigator's secret charts and you can use them to start out future adventures.

Simple case would be you run the FB characters, and maybe they know the main campaign characters. Or run FB in the normal timeline.

It really depends on *why* they want to do this. Just to mess with the GM? Because they want to know the rules better?

As XP goes, it's not so much a character reward for adventuring or what-not as it is a player reward for playing, a carrot for them to chase as-it-were, so if they earn XP, give it to them. As for gaining xp from a prequel that they didn't have in the last session or what-ever noise, it's really a non-issue if you think about it.

First, when they spend the XP, chances are the prequil will be over and it would be back to time as normal in which case, they still didn't have any skills or talents and what-ever-else before the adventure they undertook before the prequel. Where and how they got the XP is irrelevant as it will never ever come up in a game's narrative. No one will look at the PC, furrow their brow and then say "you know, you seem top have a lot more experience all of the sudden, more then you should have after that last (the one before the prequel) adventure... what gives?"

Second, on gaining talents and skills out of chronological order: again, not that big of an issue as, in most situations, characters don't try to preform actions they have absolutely no skill for so it would have probably never come up that they didn't have that skill all along... perhaps they just never felt like using it before then, perhaps they were playing their cards close to the vest, but if it never came up in the narrative, then it doesn't matter when, chronologically, the character gets any skill or talent. The improvement of a skill or characteristic is even less important as numbers never ever come up in the narrative and a 5-10% increase in efficiency should not be noticed, brought up, or mentioned in-game.

Also, on XP, I would just have them play their characters as statted out currently even if, game wise, they should have had less xp and as such, less skills talents and what not during the prequel -I don't let little things like that bother me. After all, it will never come up in the narrative and with most purchases, one could easily assume the character had such skill or talent all along. Someone who just purchases two-Weapon Wielder (ballistic) firing off two guns in the prequel but not at any time after it (the earlier game sessions) and then firing them off again once the prequel is done isn't continuity breaking -maybe they didn't have an opportunity to be all John Woo for a few adventures there, maybe they didn't feel like it, maybe they were just lazy or not preforming to their fullest for a bit there, maybe no NPC or PC will point it out and, as such, the issue will never be raised in the narrative so you won't even have to worry about it. Even if it dose come up, it's more the players problem then yours as if they chose to use skills and talents they wouldn't have had, game-wise, at the time and it comes up in game, then it's their character that will have to explain why they weren't living up to their fullest potential during that ork fight around adventure 2. Hell, television shows and comics especially suffer from worse continuity slip-ups that are far more glaring then someone not living up to their established full potential for a few episodes and they don't even have to worry about the behind-the-scenes rules and insuring the players of the main characters are happy.

As for gaining Profit, I think they should. If they go through the adventure, then their dynasty should profit from their actions. Explaining the sudden increase in PF when they should have had a higher PF all along is an easy thing. First, again, it's merely an abstract number that will never be referenced in-game, merely what rough level of profit it represents and as such a level is rough, a +10% increase or decrease isn't enough to affect any previously established wealth. If their PF goes up by 10, that's only 10%, again, a negligible number in the grander scheme of things. Would they have succeeded in one of their acquisition tests had they had the higher PF earlier? Maybe, maybe not, but what they rolled on the dice will never come up in game so this fact shouldn't either. Beyond that, the fact that they could have still failed preserves continuity and so you, as a GM, could simply say their PF was 10pts higher all along. If that doesn't work for you, then 10% of their funds were tied up in their uncles emu farming scheme, but just recently those emu all died along with the uncle freeing up the funds back up. Bam, simple fix.

As for Fate Points and Death. Fate points are another non-issue. Again, if it will never come up in the narrative of the game, you don't need to worry about when a character gets something. No NPC will furrow their brow while looking at the PC and comment: "dear God-Emperor, but you seemed to be one point luckier just a second ago... what just happened?" with the PC responding "oh, I just went through a prequel and almost died, had to burn off some of that luck to conserve continuity..." Fate Points are stricktly an out of game mechanic to assist the flow of the story and the players. As such, how manny or how few a charactrer has at any given point is only relevant out of game and, as such, isn't beholden to in-game time or logic; they are beholden to out of game logic and out of game needs.

Death can be a bit trickier, but not insurmountable. First, they have FP's as padding. If that fails to keep them alive and they end up dying anyway, you have two options. GM Fiat them out of trouble, but insure that it will come back to haunt them in a grievous manner when the game returns to regular time or, if you're feeling adventurous, kill the character and introduce a simulcura, strange tech device, clone, or some other tried and true soap-opera method for bringing them back to life or having their twin on the team latter. Of course, it well could all go bad once regular time is rejoined. The flesh golem which was treated as the original character that the heretek assured his friends would possess the characters original soul as long as they never mentioned it was a golem and treated it as the original character all along would suddenly go crazy, learn it is a copy of the original, or some other fun thing. Or you could keep chugging away with the player still playing his character, but now as a defnite stand-in or resurected version of the orriginal for some interesting unplaned plot twists.

Bottom line, you're the story-teller. Nothing is beyond your abilities to explain away ;-)

The tradgedy of Emu Farm Emo VI, where great uncle Rod was killed and eaten by his beloved Emu's who rampaged after his 'unusual and intesrsting'* activities with them, led to a rampage. Sadly, all the Emu later died due to indigestion and food poisoning. Investors were ecstatic as the crotchety old Rod was sitting on a pile of unrefined promethium and refused to sell up to processing concerns. No comlicity was ever uncovered, absolutely none.

*He liked to tickle them with ostrich feathers whilst listening to recorded pict casts of Selina Dionne, an aging pop deva all wish were actually on Emo VI for the great Emu rampage.

You can also break the time line and start a new one. Run the prequel with normal RT starting XP, in a new timeline where their previous adventures haven't happened yet.

That way PC's can die (just like Spock's Mom!), xp is made, and so on.

The new timeline includes their previous (future) adventures. If a PC died in the prequel, they were never in the previous adventures, everyone has their memory changed. Add xp from all adventures and proceed as normal.

The reality is that FB is unlikely to kill a PC, or even cause a Fate Point to Burn. So the adventure after FB will have the players with the sum of their xp from all their adventures.