GM game plans

By Volgon, in Rogue Trader Gamemasters

I heard from a fellow GM that sharing your game ideas and getting feedback from someone who wont be in the game is a great way to work out flaws and such. I believe that this thread should be a place for just that. So without further ado, here is my game plan.

Mind you, this is for a bunch of people new to the universe (excluding the RT himself).

Super high security prison world, prisoners somehow got a radio to call for help. Claim to be workers settling a new planet. Send PC's deep into woods searching for "lost workers". Ambush PC's who learn something is "up". Figure out that the "workers" are criminal masterminds trying to get off-world. Tractor beam or some such device holds the PCs on planet unless an override code is given (have a stowaway onboard for just such an occasion). Have an underground band of PoW's who are willing to help the PCs (including Xenos)(If PCs play their cards right, allow for a Tau Commander to join them giving them access to some Tau tech).

After that its just minor bits to keep them wanting to play again (*cough*necron ship*cough*)

Wow. Forgive me if this seems really convoluted. I think simplicity in storyline allows for better roleplaying. I would worry about it being too predetermined. Not trying to nay-say at all, since this sounds like a really fun movie plot. ;) Okay, as a 40K old-hand, I would say mixing Tau in is perhaps not entirely appropriate in this situation. Does this take place in Calixis? If so, there is not much of a Tau presence there. And what few Tau you might see would certainly not include a commander. MAYBE a very lightly equipped unit of infiltrators in Stealth Suits, but I don't think they'd blow their cover to help some random Rogue Trader party, and I'm not sure why they'd be on a penal colony either. Also, for that matter, Penal Worlds are well-marked and I don't think the party would fail to notice that's what it was. Now, if the prisoners had already broken off in some kind of resupply vessel, and were signalling from space just fishing for an answer, then you're on. I'm still not sure how you'd work out the xeno connection, though. It's a tough nut to crack. Of course, it's a big universe and crazier things have certainly happened. Maybe the prisoners have long since taken over the world, but still lack the means to get off of it. I don't know. Did any of that help? :P

Jeff Tibbetts said:

Did any of that help? :P

Actually yes. Like i said, that was just the basic skeleton of a plot. What you said is really going to help me flesh it out. And the excuse I have for the unmarked/xeno bits is a beyond maximum security prison for high priority prisoners, such as the Tau commander (who said he came from this system anyway. and hey, im sure he wants off too and seeing as the only thing he did wrong was fight the impirium, im sure he would be willing to work with them to get the hell out of dodge)

First, my thoughts,

When I read this, my first thought was that you lack a good hook, something to get the PC's on board. Unless the RT is a bleeding heart, not a particularly common trait in the grimdark, I could see them deciding to pass completely on helping those folks, as there isn't really anything in it for them. Come up with a compelling reason to rescue them. Perhaps they're hired by someone to pick up the group, who has valuable intel or something.

Second, some musings on the Tau thing,

POW's could be converts to the greater good, that could make the dilemma .

Why would the Imperium keep a Tau alive?

What if there was no TAU, but only human converts with access to a cache of Tau tech.

Crow, some good ideas. I guess I missed that the Tau commander was even a POW, I thought he showed up on the planet for some other reason. This is starting to sound too much like District 9. A) The Imperium would only allow a captured Tau POW to live if he was being held by a member of the Ordo Xenos for interrogation, I should think. B) There would be NO extant xeno tech. Think an entire planetwide concentration camp, not a "relocation" camp where they may have some of their personal things (ala D9).

Here's the idea I just had, inspired by Crow's idea. :) Synergy!

Some background: The Imperium receives reports of a ship that has been spreading a xeno cult in Imperial space. They investigate only to find that the crew has been sent in from the Eastern Fringe as a mission FROM THE TAU. They have sent human converts to spread the message that they could have a better life without the Imperium and its domination. The crew are all firm believers in the Greater Good. Of course, the Tau knew this would be dangerous but they believe their message is viral, and once it begins to spread would be impossible to contain. The ship may or may not have had one or two envoys from the Tau on board, but almost certainly not a Commander (far too short-lived and valuable for this sort of mission). Now, the ship was in direct contact with the Tau, and when they heard it was captured and confiscated by the Inquisition they sent a small covert team of Stealth Suits to investigate and voila, Tau in Calixis. This works because the Tau are not nearly as callous as the Imperium, and probably WOULD try to help their people if they were captured, even the humans. Of course, the investigation team would be a very small group and not equipped to bust the missionaries out, but once they determine the location they could send for reinforcements which would take some time. OR, they could find a way to manipulate the crew of a potential human ally, say pirates or a Rogue Trader (wink wink) to do the busting out for them. I don't know your crew, but perhaps the Tau could make an overt offer directly to them if they felt they wouldn't be immediately blasted to dust. They could freely offer some VERY lucrative Tau tech (they're not so tight with their technology as the AdMech), or even a promise of aid or a contingent of Kroot mercenaries (known to operate in Calixis) for their aid. If the crew is too xenophobic, the Tau could perhaps convert a new handful of humans on a nearby planet to make contact and come up with a suitable story and offer to entice the party to aid, perhaps by deceit or spurious claims?

How about it? I think it ties things together fairly well. You can still have your penal world, the crew can know that it's a penal world, and they have a hook and a reason to stick their necks out. IF they would work with xenos, it's that much easier. Who wouldn't jump at the chance to gain access to such incredibly powerful weapons? Let's just hope the crew isn't too legit to work this out, in terms of being fanatically devoted to the creed that preaches that all xenos must be killed and xeno tech is heretical. Right? I'm guessing this isn't the case if you were trying to get that worked in to the story in the first place.

Whaddya think?