Avoiding the Star Trek Away Team Effect

By player1083847, in Rogue Trader Gamemasters

Ok, so I havn't ran a game of RT yet. I am setting up a series of three linked campaigns going from DH, to DW, to RT. That being said, one of the issues I have with RT is the fact that when going planet side, it could easily turn into the Star Trek away teams, where Kirk brings, well, the most important crew members down to the planet.

You look at the careers, and there are a few that seem like they shouldn't ever leave the ship. For example, the voidmaster, we assume, is in charge of one of the major divisions on board, and the captain would never risk him. Same with the Navagator.

How do you justify including these characters in parties that leave the ship?

Baradiel said:

Ok, so I havn't ran a game of RT yet. I am setting up a series of three linked campaigns going from DH, to DW, to RT. That being said, one of the issues I have with RT is the fact that when going planet side, it could easily turn into the Star Trek away teams, where Kirk brings, well, the most important crew members down to the planet.

You look at the careers, and there are a few that seem like they shouldn't ever leave the ship. For example, the voidmaster, we assume, is in charge of one of the major divisions on board, and the captain would never risk him. Same with the Navagator.

How do you justify including these characters in parties that leave the ship?

The voidmaster may well be the best pilot on the ship, and thus likely the best person to pilot the shuttle to and from the surface (certainly, the one in my group prefers piloting small craft to massive starships). Navigators are extremely powerful individuals in their own right, belonging to ancient (pre-Imperial) lineages that can ignore most of the laws of the Imperium, and thus expect to be able to get their way... so if the Navigator wants to join the shore party, he'll expect to be allowed to do so.

Thing is, the most important members of the crew are also likely to be the best at their particular jobs, experts in their fields. The Tech-Priest may be the ship's chief engineer, but there's nobody better for unravelling the secrets of technology on board. As importantly, they're also the Rogue Trader's closest allies and advisers, rather than simply being 'part of the crew', and consequently should be allowed far more leeway for self-determination than, say, any ordinary helmsman.

N0-1_H3r3 said:

Baradiel said:

Ok, so I havn't ran a game of RT yet. I am setting up a series of three linked campaigns going from DH, to DW, to RT. That being said, one of the issues I have with RT is the fact that when going planet side, it could easily turn into the Star Trek away teams, where Kirk brings, well, the most important crew members down to the planet.

You look at the careers, and there are a few that seem like they shouldn't ever leave the ship. For example, the voidmaster, we assume, is in charge of one of the major divisions on board, and the captain would never risk him. Same with the Navagator.

How do you justify including these characters in parties that leave the ship?

The voidmaster may well be the best pilot on the ship, and thus likely the best person to pilot the shuttle to and from the surface (certainly, the one in my group prefers piloting small craft to massive starships). Navigators are extremely powerful individuals in their own right, belonging to ancient (pre-Imperial) lineages that can ignore most of the laws of the Imperium, and thus expect to be able to get their way... so if the Navigator wants to join the shore party, he'll expect to be allowed to do so.

Thing is, the most important members of the crew are also likely to be the best at their particular jobs, experts in their fields. The Tech-Priest may be the ship's chief engineer, but there's nobody better for unravelling the secrets of technology on board. As importantly, they're also the Rogue Trader's closest allies and advisers, rather than simply being 'part of the crew', and consequently should be allowed far more leeway for self-determination than, say, any ordinary helmsman.

I have a similar viewpoint to you here:

- Some people, like Navigators and the Rogue Trader, are powerful enough that they can join away teams if they feel like it. If they are vital enough, there will be spares who don't leave the ship.

- Others have a lot of expertise that will be useful off the ship. Such as an Astropath using telepathy, an Explorator knowing a lot about tech, anyone with psyniscience detecting disturbances with the warp, etc.

- If possible, a character does not have an essential shipboard role. For example, the Arch-Militant is not the head of security, the Explorator is not the chief enginseer, no PC gets to be the official second in command, etc. Instead NPCs fill those roles and report to someone on the ships ruling council (all PCs are members of the council).

Bilateralrope said:

- If possible, a character does not have an essential shipboard role. For example, the Arch-Militant is not the head of security, the Explorator is not the chief enginseer, no PC gets to be the official second in command, etc. Instead NPCs fill those roles and report to someone on the ships ruling council (all PCs are members of the council).

Man I'm the exact opposite. I much prefer for PCs to have official roles. In fact, the way the book is written that is exqactly what is intended.

But just because all the the PCs have official roles doesn't mean they have ALL the official roles. The PC classes are just the roles that are most likely to go on missions, they are the most action oriented. The catographer, the chief enginseer, the doctor, and many other useful but not action oriented classes are not mentioned. Only those who would traditionally be required as advisors to the captain.

An important thing to remember is that there isn't a modern mentality at work here. It is a mix between feudalism and age of sale mentalities.

From the feudal perspective the RT is the Lord of the ship, and the PCs are his "court" and "knights". A feudal system is (ideally) organized in such a way that the "nobility" takes most of the risks and the "peasants" do most of the work. Originally peasants weren't forced to work for nobility, they elected to serve under warriors and scholars. They fed, housed, and clothed them and in return their leaders were expected to protect them. That is the foundation of a classic feudalistic society. It is entirely in character for those in charge to be at the forefront of a situation. You see it a lot in Imperial Society, Chapter Masters and Librarians on the front lines, Lord Generals and Lord Admerals leading from the front.

Even the Emperor of Mankind was known to fight in battles for most of the crusade, right until the end. And when he decided to take a more 'administrative' role and delegate many of his troops saw it as a great betrayal. His Primarchs always lead from the front, as did their advisors.

Age of sail mentalities are very similar. The captain of a ship IS present for most exploration. Cortez, Columbus, and Magellan were know to lead their exploratory teams personally, conduct negotiations, and lead battles. It was considered their duty and privilege.

As for the careers that some claim should not leave the ship:

Voidmaster: Likely the best pilot, and the Captain needs his best pilot at his side when things get hairy. Or perhaps he is a gunner, thus making him a military advisor. Also a trusted advisor and strong arm, as well as having the best understanding of the crew. Whats more he does not personally pilot the ship, he commands the flight crews. There are many Void men on the ship capable of flying/shooting/sensoring, but the void master is notable because as a personal aid and advisor to the captain, as well as being an experienced fighter and guard..

Navigator: The Navigator is the captains personal mystic advisor, scholar, warp detector, and is incredably powerful in battle, easily worth dozens of men. If anything warp related comes up he needs to be available and on call to advice the captain on a moments notice. Typically wealthy and powerful with their choice of assignments they likely joined the RT for the opportunity to explore. There are several navigators on a ship, but the PC navigator is notable as an advisor to the captain and being an experienced combat psyker capable of protecting the captain from beings of the warp.

Senchal: Master of spies, master of commerce, master of trade, master of the running of the ship; the Senchal is the Captains link to his ship and dynasty. The Senchal is best able to give advice and information, as well as evaluate culture and trade opportunities. The Captain always needs his Senchal at hand. There are many accountants, traders, and spies on a ship, but the PC Senchal is stands as a personal assistant and advisor to the captain, able to quickly assess situations and chances at profit and offer advice on the spot.

Astropath Transcendant: Again, there are multiple astropaths on a ship, and the need for communication at all times should be obvious. The Captains OTHER mystic advisor and combat brute. Ships have entire astropathic CHOIRS, but the PC Astropath Transcendant is different. They have the personal power to push through interference even while under pressure, allowing a captain to always be in contact with his ship. Whats more their sensory powers and knowledge provide make them a much needed source of wisdom in any situations. Finally, unlike most astropaths, the PC astropath trancendant can bend the warp in destructive ways, acting as a powerful aid in battle.

You need to break your modern mindset and look at things from the perspective of the culture you are playing. The Imperium does not have a modern mindset, it is a feudal society. Vassals decalre fealty to Lords with the expectation of protection and leadership. Leaders are not chosen purely on their ability to organize, inspire, and command. They are also chosen for their personal valor and power. A captain is expected to lead from the front, and when the Captain is in a dangerous situation he needs his best, brightest, and most powerful vassals at his side. Those with that personal spark, initiative, creativity, and personal power. That is, after all, why these characters are PCs.

Following on from riplikash's post, I'd add that having the PC's going down is likely to bear greater fruit than leaving it to subordinates. The crew may be fine at their day jobs but they are not the cream of humanity like the PCs. In my campaign the "command crew" are by far the most competent people on board and value their reputation for taking care of vital business themselves. Hence, a healthy respect (and not a little fear) by several NPCs and organisations as well as a loyal crew.

It's important to note that there are multiple astropaths, and navigators on board the ship. Into the Storm makes this crystal clear. It's also important to note that the PC astropath is likely the only astroapth on board able to operate without the backing of a choir. A Rogue Trader would no more go down to a planet without an astropath then he would forget to have someone with a vox and aspex along.

Awesome posts everyone. Very helpful.

I certainly will take that under consideration when running that game. I am glad Into the Storm clarifies much of this.

Those crew members Kirk takes down to the planet are only important because they're the best they have. In no way shape or form would the Enterprise be unable to function if all of them died. They've got lots of pilots, lots of engineers, lots of scientists and so on. Why would Kirk take more than a couple of less able people (redshirts) with him?

I haven't read that part fully, but Into the Storm gives positions of authority on board ships and gives them more detail. As far as PCs staying on the ship. The void master is needed to pilot shuttles. People are needed on the missions because they are so much better than the rest of the NPCs. They bring in skills that the others just don't have. Like the background endeavors not bringing as much profit as the PCs would bring in on the same mission.

All the ones who are less skilled, notable and important have other duties as well. The fairly average pilots are too busy ferrying people and supplies about. The junior Missionaries are just ship-board chaplains really, ministering to their flock of a few thousand each. Fortunately a few of those are talented enough that they have potential which is handy if one of the PC's runs out of fate points.... ;)

All of these are good points, but I think that you comprise an away team of the individuals best suited to complete the task. If its just going down to an abandoned mining outpost, sending in a total NPC party would be fine. Then, when the party mysteriously stops communication, then you send in the response teams. If its going down to a planet where you have to negotiate with an Eldar Farseer, you will of course take the best with you. Once again, this is a matter of logic over game play. You might not logically send down the entire command crew, but those are your players.