I'm going to ask some questions regarding the printed campaign books of the Rogue Trader line, consisting of Lure of the Expanse, Edge of the Abyss, and the Warpstorm Trilogy. Seeing as these are fun things to do, I will endeavor to limit spoilers, if you can't keep yourself from reading on (as opposed to the tl;dr I'm sort of more expecting ), but this is the warning, ahead of time...
THERE WILL BE SPOILERS!!!!
- Lure of the Expanse: So, some of the worlds, I get it; there are things about them that make it difficult to leave, once you find the place, or something; you might even be the first people to actually go there, among Humanity, but two, in particular, Vaporius, and Zayth, have some interesting-ish optional Endeavors, if you are feeling like you can afford to drag your feet, on the way to the Dread Pearl, or you go back, after Lure is concluded. That's nice, but WHY are these still available Endeavors? Certainly, a few people have been to these worlds. Members of the Adeptus Mechanicus have already visited Zayth, and low-ranking Priests already got somebody to take them to Vaporius, and tried to convert the people away from the Priest-Kings, and into the bosom of the God-Emperor. How is it, then, that no one else has already taken the opportunity to exploit the optional money from the water, or the tech? You're not the first Rogue Traders to visit, even excluding your rivals (who are kind enough to give you just an idea of how many different Rogue Traders, and their dynasties, are active, JUST in the Expanse, roughly one sector of space?), or you wouldn't have any real info on the planets, in question, so, if you might be avaricious enough, while on a strict time table, why wouldn't someone else, who was just passing through?
- The Warpstorm Trilogy: throughout the adventures of this three-part funfest, you encounter four additional Rogue Traders. Two of them, Scourge and Feckward, you can look up in Lure, and see their listed Profit Factors, but the other newbies, Orleans and Amardi, are brand new, and the books don't hint at their PF, if you might need it. Is there a good average? Both seem reasonably successful, so I'd say somewhere in the 40-55 range, but I'm not sure if they basically planned to say "they seem about as good as you are, success-wise, so whatever your group has, theirs is +/- 5 PF", or if the shape of the campaign, and the Social Endeavors, coupled with the important people who DON'T have PF, like Locke, made them skip it, but I'm unsure how to guesstimate what your "typical" Rogue Trader should have.
- Frozen Reaches: why can't they ever use their own stinking math right? They give you rules for how to calculate values, and then you check theirs, and they don't work out. You want to add your ship to Damaris' defense? It's type has a value, and then its Crew Quality adds to that, simple enough. My cruiser with a Crack (40) CR should be 24. This works, till the glass cruiser Ordained Destiny comes in 10+ points shy, while the light cruiser Aegis comes in +10 points over. I know the one is weaker than normal, and he doesn't want to risk losing it, as much, but are they using Locke's Void Tactician? Orleans doesn't seem to be? Can you? I get that they often build NPCs just bit by bit, taking nothing into account of how you have to build your PCs, but they should try to make it make sense, before I try to use it, comparing to the written examples, just to find out that they aren't "typical". Ground units, and air support assisting them, don't seem to hold much better, based on their rules. This might just be, in part, the not-so-popular Mass Combat rules...
- Citadel of Skulls: This one feels rather simple, most of the way through, right up to the end, and it brings two questions: how much of the Vault can you really tear out of the ground, and carry back up to your ship, and with what, while your ship is being blasted by Chaos, and your better than Crew scores are with you, and not it? Second, if you can really take most of the Vault, as the book implies, and you read over the list of things in it, how do you justify the players walking away with so MUCH weird, awesome loot? Even excluding the Rhino-sized thing you are actually supposed to take, it's full of some nix-level stuff, and in large quantities.
- Elite Advances: how liberal are you with some of these? As I said, the NPCs are built more haphazardly, without any real path they follow, like you do, so they might often have things you can't, like the aforementioned Void Tactician (only Void Masters can get it at all early, and none of these examples are that; they are Captains, or leaders of some other stripe), even though their overall build seems lower in cost than yours. They might do this to make them more challenging, in specific fields, since they often feel like they were built for maybe lower levels, but it can be hard to tell. How lenient are you going to be if the PCs ask for similar treatment, if they have the XP, and are willing to spend the extra you require?
- Self vs. Squad: okay, so some of your abilities, talents, and such are "group affecting", if you will. If you are there, and have Enemy, and your group is dealing with the enemy, they all probably get the penalty, too, as you are known to them. In this way, every PC contributes to the face of their Rogue Trader's dynasty, rather than just the scion, being escorted by minions. I like this, but how do other things work for this. I'm going to use Void Tactician, again, sorry. Your GM is a bit strict on EAs, so only the Void Master is likely able to get it, prior to the end of this campaign. In said space battle, she is piloting the ship, however, while the Arms Master is directing the gun crews, with his superior BS characteristic. With the whole crew aboard ship, does the ship's actions in combat still get this talent, or is it only if the VM stops piloting, and starts shooting? If so, why do some of the NPC leaders have it, if they aren't the ones pulling the trigger? Can she pull off both, even as most of either is done remotely, or must she focus on one, and leave the other to another player/the crew?
- Rarer Gear: where do you get some of these? I imagine some places actually do have "weapons shops", where you could buy guns, maybe even light armor, and your standing in Imperial society, coupled with a veritable world's worth of resources, could let you deal with some military entities/armories, but there are some toys the Imperium just doesn't seem to produce in bulk, like Field-generating items, yet many Rogue Trader-types have them. When your party is setting out on their adventures, and have an idea of what types of flashy gear they want to use, where can they acquire some of these things? There shouldn't be that many Forge Worlds, and they probably won't want money, etc. On the other hand, cool as a Refractor Field is, it seems ridiculous to go on a whole Endeavor, at the behest of the AdMech, just so one character can get one piece of not-legendary equipment, be it the field, maybe a BQ plasma pistol, or something similarly rare. Do some of the PDF armories just have them, in reserve, and sell them? With some of these worlds being so long separated from the Imperium, I'm not even often sure where they get some of their toys, but that can be for later.
Okay, I've babbled enough. If you've gotten to this point, and NOT just tl;dr-ed, thank you very much, and if you are this far, and feel more than just irritated at the pointlessness of the questions, I'd love to hear some answers/opinions. Hopefully, somewhere in the incessant whining, you found the actual queries I was positing, and have something to add. Thanks much, and please have a good one.