This is a short account of my Rogue Trader game that was run on Saturday, November 28th. I recently received my copy of the book, and I introduced my players to the game through the Forsaken Bounty introductory adventure. We are all aware of the 40K universe. None of us have read any of the novels or played the table-top wargame, but we are familiar with the cool lines of miniatures. We have also played Warhammer Fantasy Role-Play (1st and 2nd editions) and some Dark Heresy.
*****WARNING!!! SPOILER ALERT!!!*****
If you are a player who is, or is going to, play through this adventure, you should stop reading now, or certain surprises might be ruined for you.
I have five players, so all of the premade PCs and bonus additional PCs were used. As to keep with the spirit of the game I read the introduction on page two of the adventure, verbatim, making sure they knew exactly what a Rogue Trader is. We were all set to go… well… not exactly…
The first sign of trouble began with the first narrative explaining the endeavor. My players are use to playing games like Call of Cthulhu and WFRP, so the fact that “the Rogue Trader himself must be the first to set foot upon the derelict vessel” immediately rose red flags of suspicion. I reassured them that this sort of thing was normal for a RT, and then I went back and reiterated the setting of 40K and what kind of characters they were and the resources at their disposal. This was not new to them. They have played Dark Heresy before. Maybe that wasn’t such a good thing?
Surprisingly they arrived at the decision of crewing a guncutter packed with an armed work party and going over to the Emperor’s Bounty themselves. This was unlike them, but I thought that maybe they “got” the spirit of the game. Not all of the PCs were on board with this idea. The missionary and seneschal stayed behind to monitor things from the bridge while the RT, arch-militant and void-master went over. The VM successfully piloted the guncutter himself. Everything was still fine until they docked. The RT was the first to set foot upon the Emperor’s Bounty… and then stepped back onto the guncutter and ordered the AM to take the armed work party and clear the ship. The RT and VM left them there and returned to the Sovereign Venture.
There was no tom-foolery about it. The mission was planned out very precisely and technically. The AM would clear out the ship of any hostiles. Once the vessel was secure, then the seneschal would go over with another work party of technicians and begin salvaging. The VM would handle transportation. The RT would oversee the operation from the bridge, and player playing the missionary would pick up the pizza, because he had no idea why a missionary would be brought on a mission like this. That seemed like the plan until the AM reached the bridge.
The AM had a total of 30 armed crew. He split them up into three groups of ten, taking one group with him to the bridge. Even with the use of Fate Points, the arch-militant only prolonged his death, trapped in an airless corridor with warp puppets. Everyone is killed, and nobody aboard the Sovereign Venture knows about it. Assuming a communications failure, the RT sends over the seneschal with the technicians. They find the airlock locked this time, but I allow the seneschal to use his skills to override the security. Waiting on the other side of the door, however, is a horde of warp puppets. They kill the seneschal, VM, and the 30 technicians crowded helplessly in the guncutter’s cargo hold. With the use of a Fate Point the void-master is able to get a brief warning back to the Sovereign Venture. The missionary declares that the Emperor’s Bounty is a blasphemous hell-hole that must be purged, and the RT agrees. I interrupt at this point and restated that the whole point of this was the endeavor and profit factor. I was told to go f**k myself, and then the RT ordered the “zombie ship” blasted into so many small pieces.
During post-game wrap-up there were definite questions that I had to ask:
1. Why did you split up the party in the beginning?
Answer: It didn’t seem natural not to. If it weren’t for the clause in the contract, I wouldn’t have sent any of us over there. I would have packed that hulk with transport after transport of armed crew, but you killed everyone before I got back to my ship.
2. Why didn’t you all go over after you lost communication?
Answer: For the same reason. Why get bent out of shape over what probably is a broken communicator? You said that things work like crap in 40K. Why shouldn’t we think otherwise? Would you rather we meta-game?
3. If we were to continue this scenario, you would have returned to port in disgrace. Your crew would have been ashamed of you, and you would have lost profit. What would you have done to change things?
Answer: ?... ?... <estranged looks> ?... We lost 3 PCs! I don’t give a rat’s ass what the NPCs think! I play a game for me, not for the NPCs. Do you really think we care? NPCs are plot devices, nothing more!
4. Finally, what did you think of the game?
Answer: It was ok. The scenario played like a classic sci-fi horror movie, and that was cool. It was a hell of a lot better than the Dark Heresy demo! I don’t know about running this as a campaign? I don’t think the setting and our play style mesh very well? The setting’s presence is much more in your face than it was in Dark Heresy.
Well, that was it. We haven’t decided if we’re going to try this again. I was thinking that maybe if they made their own characters, and I ran them through the adventure in the book, that it might seem more personal to them? They might “get it” then? I don’t know? What do you think?