What books to get

By Mattman375, in Rogue Trader Gamemasters

I am going to start to run a game soon and i have the core rulebook I just wanted to see what other books are worth getting, books that are like the Inquisitor's Handbook for dark Hersey having extra paths the players can take at start or other lvls as well as other items.

Thanks for you help :D

Into The Storm is a must-have. Almost all of the Dark Heresy books have something worth taking from them, though I highly HIGHLY recommend that you keep anything from Ascension on a tight leash. Don't just allow your players to try and acquire things from in there willy-nilly.

Creatures Anathema almost seems to be written with RT in mind more than for Dark Heresy - the creatures in there are often better suited for RT parties with their "go to exotic planets, meet exciting new creatures and kill them" mentality.

the core book is enough for a start. Don't over invest in the system right away IMO, unless you are a fan of the WH 40k universe.

Into the storm is okay but not necessary. You can use books from DH as crss reference but they are not designed for RT so may need adaptation.

@ Errant: Why do you think it is so necessary? Besides giving the players more min max possibilities?

well i am a big fan and have a lot of other other books but my borthers have show a lot on intressed in this as well. and wanted to see what other books are good to go with as they like all the fluff and the extra bits even tho they are small them seam to make most out of them

Edge of the Abyss is probably the lest interesting at this point. Not bad but not really good either.

Into the Storm is the players handbook, akin to the DH The Inquisitor's Handbook ... few more little things equipment, ships etc., more starter packages etc, so in other words lots of more room for min maxers. The black pearl quest book is okay.

IMO of course.

DH, a the books are useful but the stats are gimped at first compared to RT and in ascension they are more on par with DW then RT. The Haarlock trilogy is adaptable to RT.

will look into getting into the storm then as that sort of thing is alway good to have for other games as well

crisaron said:

@ Errant: Why do you think it is so necessary? Besides giving the players more min max possibilities?

Enhanced gameplay mechanics, mostly. My players would stop and spend about six months ingame attempting to acquire stuff each time they arrived someplace. I found that the additional background packages encouraged my players to come up with more interesting characters.

Into the Storm and Edge of the Abyss are the only "must haves" I can think of at the moment. The rest are all adventures, and there are a lot of free PDF adventures available on the Rogue Trader resources page if you need them.

Some people seem to dislike Edge of the Abyss, and it's true that the **** book doesn't know what the hell it wants to be. It has an adventure in there, stats for enemy NPC's and ships, as well as a bunch of locations and plot hooks. Personally I find it invaluable though because I don't run pre-fab adventures. If you run modules it might not be as useful for you.

If it truly is their first adventure, the core RT book should be just fine. Remeber, the galaxy is mostly unexplored and countless worlds have been lost, refound and lost again...you can do almost anything. As long as it is perilous, challenging and fun, the rest of the details will work themselves out.

I hope your group has a great time. If they do, then I would start really looking at expanding with support books and the like...have fun and kill well.