I've a few questions regarding Endeavours, in order to help me wrap my head around the concept, as a gamemaster. So as I understood, it's a system to help facilitate the transition between adventure and process. It's a very meta-concept however, and adviced to be developed between players and gamemaster alike. How does this work practically, however? Let's say our players are at Port Wander, they want to start their adventure to go look for profit and fortune.
As Rogue Traders, nobody is going to give them clear missions, as is more common with other RPGs. In Rogue Trader, they are the ones creating the missions themselves. I as a gamemaster can only throw them a few bones, such as outside factions aproaching them and offering them agreements and deals. A high bishop may want them to find a lost human colony for them to bring back to the light. I can only throw them so many bones, by giving them rumours of trade opertunities, maps to uncharted worlds or lost spaceship graveyards, or factors asking them to colonize worlds, but eventually it's them who have to figure out how to make a profit out of these ones, no?
I guess the more prudent question is, how do I get my players to start taking their own initiatives on building up their own profit? They have the resources(albeit low right now, their profit factor is only 26) and opertunities to carve out their own small empires, colonizing new worlds under their command, and acquiring the loyalty of captains, armies and organisations.
So, in the process of play, the players gain a few rumours, offers of deals, and then pick one to start with. Let's say they rolled a few rolls, talked to some people, and acquired the map to an old spaceship graveyard, ripe for salvage. Then I, together with the players, build up an endavour around this. Now, first thing, they don't know what they might be expecting, they could have some estimates from rumours, but how much profit they gain is entirely dependant on what they find. The endeavour system lists the profit gain from how big the endeavour is. Im thinking, this sort of adventure couldn't take more than a session or two, so it should be worth 1-2 profit points. But if I decide there's something really worthwhile there, should it be worth more, without the players knowledge?
Okay, I'm geting ahead of myself. The endeavour, as is written, has a few achievment points that is divided between objectives. Typically three, sometimes more or less. When performing an objective, they gain achievement points for working towards that. I suppose this could be used if you have sub-objectives, or go out of your way to detail many various ways they can complete a mission, some more worth than others. But in reality, it seems too tedious to give them points based on how far into an objective they've come. If they manage to convince the Techpriests to aid them in their task, the objective is complete, and they gain the points for it. I don't get this system at all.
What I do get with the achievment points, is that you can award more of them, thus gaining extra profit at the end of the endeavour. Is this to be given for a job well done? I suppose this is if they do an extraordinary good job at their objectives, they should get some more. If they negotiated a clever contract, or found some extra salvage, for example, looting an enemy ship they destroyed, or doing some good rolls, or smart ideas, to do something better. Examples on this would be nice.
That also begs the question, can you lose potential profit, by doing badly? You're trying to salvage a space hulk, trudging through it and clearing out warp-ghosts and orks. A stray shot makes a ship go critical, you barely escape with your life, a sizable chunk of the spacehulk is blown away. Should impose a few negatives on the end profit earning. How to handle this, there was pretty much no explanations given on if you do badly.
Lastly is misfortunes, which are rather straightforward. When they should incur is not really explained very well either. It seems to be random troubles, rolled a little bit at random when the GM feels like it. Or, if the players managed to do something stupid and the GM feels a need to punish them, I guess?
Hope someone can help clear up my confusions about the Endeavour system!