I have been running a RT campaign for about a year, with a couple breaks in the middle. It was the first time playing RT both for me and the Group and I ran pre-gen adventures, aside from a side-quest. We all had a great time and the games turned out quite balanced, both in the encounters and in the mechanics.
The greatest difficulty for me was handling the Astropath character, so I’m going to share a bit of my experience hoping it can be useful. My player, being smart, focused its character on mind-controlling powers: the result was that she could see through any rouse and lie and that she could easily have any enemy leader shot himself before any fighting could start, or possess her way through the whole chain of command and do it herself. I needed to balance this clearly overpowered class with the rest of the game without punishing or nerfing it.
Here’s my suggestions:
· Remember that even Astropaths are seen with suspicion by regular folks. Any use of the powers in civilized situation such as shopping in a market or discussing with custom authorities is likely to be met with hostility, ranging from expulsion from the premise to a frenzied torch-wielding mob.
· And peers of the party do act in the same way as them: Rogue Traders, Inquisitors, Admirals and generally any rich or powerful NPC will reasonably have its own Psyker at his side when meeting or running into the party. One of the very few house-rules I made was to introduce a mechanism similar to a counter-spell for Psykers.
· Also, there are a few items from both RT and DH that gives a degree of protection against Psyker powers. It would be realistic for a quite powerful NPC to have one, especially one that expect such a danger.
· Have the player stick to their character background and personality. If the Astropath is a religious zealot it wouldn’t be very fitting of her possessing a pious Cardinal to access the Temple relic chamber.
· Puppet-master leave the Astropath body unconscious and vulnerable. Take it into account when she use it in the middle of a firefight without getting cover first.
· Errata 1.4 made an important change to Mind control by giving it a short duration.
What have been your experiences and what are your suggestions?