1 – Introduction
Hi everybody!
While reading the message boards and during lots of my own role playing sessions as GM or player there is one phenomenon I encounter very often. I call it the
‘Bigger Gun Phenomenon’
. It always seems to appear, when a player finds out, that there is actually some bigger gun, than the one already in his possession. Or when he gets the feeling, that he needs something with more ‘kaboom’ in it, since that darn orc over there simply isn’t impressed by whatever just hit him. I think we all know that feeling one way or the other.
In this guide I will try to give some help and ideas to handle this phenomenon without blowing up the whole campaign. I don’t want to tell you, how you are to play your game. That’s of course up to everyone by himself. But maybe my suggestions are helpful, so give them a try… or at least a little thought.
2 – There always is a bigger fish
In Rogue Trader, the player characters already start out with pretty impressive equipment. Additionally they don’t even need to care for enough cash, to buy better stuff, they just need to make a couple of acquisition tests and voila, say hello to a shiny new whatever, that ‘normal’ characters would only dream of. So it’s not very difficult for a somewhat resourceful rogue trader and his crew to gear up quite impressively. But the acquisition system doesn’t stop at personal gear. You can actually try to acquire pretty much everything your Game Master allows for.
At the boards I read a lot of interesting acquisition- requests and ideas. They are ranging from Tanks to Titans, from whole Space Marine companies to Battleships. Those are all nice ideas and can lead to a lot of fun, but by allowing for such acquisitions the GM enters dangerous terrain inevitable leading into what I call
‘the vortex of even bigger guns’
.
Let me give you an example. Let’s say the GM allows the players to ‘own’ a very mighty battleship. I’m sure there are thousands of totally sound and great explanations, why and how the players got into the possession of the battleship, just assume they got one, fully equipped and manned. Probably they actually needed it to fight that nasty Xeno-invasion at Pluto Minor or to fight off that spacehulk full of orcs near Port Wander. Now they got it repaired and start off into the expanse for new adventures. Everyone is happy… everyone? Well, you are the GM. Now what do you want to throw into the path of your heroes? Some raiders won’t really do, they don’t stand a chance against a battleship. What about another whole fleet of … whatever? Great idea! And then what? Do you want to bring up fleets of Eldar, Orcs or worshipers of Chaos every time? And don’t forget, as long as there is some bigger gun, the players will try to get their hands onto it. And soon you will need to bring up even more and better stuff until you face a battle between several doomsday-suneating-planetshattering killerbattlestations … on both sides.That’s kind of unrealistic (if you can say so in a universe such as the 40k-verse…)
The same problem occurs with ground combat, when you start allowing your players to bring in complete companies (or even squads) of space marines or heavy tanks or Titans or whatever the players may come up with. Sure, there are occasions, when such ‘acquisitions’ would come in handy. The rule book sports lots of possible endeavors and objectives, where such support would come in handy. You need to colonize a world and find it infested by orcs? Call in ‘your’ space marines to wipe them out! Some chaotic heretics overtook an ancient installation of the mechanicus? No problem, we got our own Titan to deal with whatever they can bring up! Alright, and then what? The players now ‘own’ a Titan, a company of Astartes or something like that. So they will squash anything ‘smaller’ just with a smile and the GM needs to come up with even bigger stuff to pose at least a little challenge for the players. And once he found something to get the players to their toes, they simply ‘acquire’ something even bigger, just to be prepared.
Actually it’s quite possible and can be fun to play that kind of campaign, but it would always be an act of balance and can easily end up in mass battles. Those can be fun, too, but if that’s what you want to play you shouldn’t go for any kind of role playing game. Try Warhammer 40k by Games Workshop for example.
3 – But we still need bigger guns!
So what to do as a GM? Of course you want to satisfy your players wish for better stuff. They want to develop their characters, want them to gain in power and achieve greater deeds, want them to experience (and survive) even more exciting adventures. That’s what role playing is about, isn’t it?
So let’s have a look at some options you have as a GM:
First you can
limit the occasions when your players can try to make new acquisitions
for their characters. Acquiring something, especially larger amounts or more rare stuff takes time and effort. You don’t get, let’s say a Nomad sniping rifle, by just ordering one at amazon.imp. You might need to travel to a certain system, make the right contacts to strike the deal. In case of the Nomad the character also might need to stay there for a specific time to have it custom made for him. The more uncommon an item is or the larger the numbers ordered the more difficult and time consuming will it be to get it. The rule book got this pretty good covered on page 111ff. This means, that while a character is out, working on this acquisition, he is not automatically free for other actions. By limiting the amount of possible acquisitions, the GM already gets a good amount of control over the equipment level of his player’s characters and works best for the smaller kind of acquisitions like personal gear and the like.
Turn larger acquisitions into endeavors or even complete adventures. As said earlier, players sometimes want to get something really big. Larger ships, tanks, whole armies, titans, even their own planets. Those are all completely legal and sound wishes and offer lots of opportunities, not only for profit for the characters, but also for fun by playing to achieve such really big goals. You can and should write whole campaigns around salvaging titans or starships, founding or taking over colonies or building up your own personal army. But keep in mind, that such elements can easily outbalance your campaign as a whole and send you spinning in the vortex of even bigger guns.
To handle possible unbalancing elements such as titans, space marine detachments, too powerful star ships and the like, you can limit the availability or use or those elements . Either the PCs don’t actually possess the item, but have only easier ways to use them. For example the PCs might have found an ancient titan somewhere and helped the Mechanicus to salvage it. Of course the tech priest won’t allow the PCs to own such a powerful and ancient artifact. But they might allow them to use it when appropriate, but always with the option to deny such a request, if it would make things too easy. Of course the GM should allow the players to make use of those kind of acquisitions now and then, so the players can enjoy their new toy (even if it is technically not theirs… well, details… ).The point is, that some organizations in the 40k-universe simply don’t let others own something, that rightfully belongs to them. The Adeptus Mechanicus won’t allow a ‘mere’ rogue trader, to possess something like a complete titan. Beside that the trader won’t have any way to keep a titan running without the help of the Mechanicus and it won’t be possible, to keep something like that secret from them, since there are lots of tech priests already working on the traders ship(s) and one of them would find a way to spoil the news to his brothers.
The space marines of the Astartes are a similar story. You might manage to arrange for a squad of them or maybe a larger detachment to accompany the trader on a certain mission. But you won’t get them, to make station on your ship and follow you wherever you go. There are simply too few space marines in the whole galaxy to waste any number of them by letting them accompany a rogue trader on his journey for profit. There are few exceptions though. In the Space Wolves novel series the chapter of the space wolves sent a small squad of marines to serve as honor guards to the family of navigators who guide all their star ships through the war since the founding of their chapter. Those five or so marines would pose the maximum I would allow as a permanent detachment of marines and only in exchange for some immense service to that order/chapter, but that’s just my point of view.
Another way to keep things in balance is to
add some considerable cost to the use
of such ‘super weapons’. The Adeptus Mechanicus might ask for additional services, when they are to send their titan(s) into battle. Those ‘costs’ should be of that kind, that the players don’t use their super toys carelessly. But don’t make them too high, so the players still got their chances for using their acquisitions.
Last but not least there is one more tool the GM can use, to bring back balance into a campaign, which already got a bit off the track. If you already allowed something, that poses to be too powerful or that threatens to tip the balance, you need to find a way to
get rid of the unbalancing element
. The trick here is, to do it in a way, so the players don’t feel cheated. Some other faction (Inquisition, Xenos, mechanicus, …) might have learned about whatever it is, and starts harassing the players until they give it up by themselves. Or you can find some great last showdown for the element in question. Give that titan a really good last battle, let those space marines do something real heroic before they go down fighting or being called to other battlefields. Maybe you can give your players something more reasonable in exchange. You also should take the time to talk about it with your players so they understand why you feel some element of their arsenal to be unbalancing. Communication is the most important part of the whole game (and even the world), so don’t forget about it.
4 – Conclusion
I hope I could give you some ideas about handling the quite unique acquisition system of Rogue Trader. It is really not an easy task, to keep a good balance of allowing or denying acquisitions, delaying them a bit, limiting their use or even getting rid of them again. I’m sure there are lots of other ways to handle the roulette of equipment, since every group of players/GM is unique and needs to find its own ways. Just remember, role playing is about fun and as long as everyone has fun, it’s cool. Everything I wrote here are mere suggestions and everybody needs to find their own way of having playing this game.
So have fun,
Nadomir