Well, with our group getting tired of my brother's d20 Modern zombie campaign, I've considered getting the others to give Rogue Trader another try. We've tried the the Forsaken Bounty adventure and a short campaign using Rogue Trader for a homebrewed setting so there's some familarity with the system but none of it's all that recent (the Forsaken Bounty session was run shortly after the adventure was published.)
There are of course problems I need to address, the majority of our group cut their teeth with D&D 4th Edition and are hack-n-slash types, I am pretty much the only RPG vet in the entire band. Case in point, when I ran my last campaign with Rogue Trader rules, half of the six players at the time created Arch-Militants (the other half was an explorator, a void-master who was more focused on killing then the Arch-Militants, and an astropath that REALLY made me wish I studied up on the Psychic Powers rules more.)
Does anyone have any suggestions for encouraging my players to assemble a more balanced party or feedback on the following campaign seed?
The Explorers are in trouble. Depending on whether or not the RT is a PC, either the Lord Captain or generic Patron X financing their expeditions has been dabbling in relic smuggling, selling xeno artifacts and stolen relics of the Ecclesiarch or even the Deathwatch Space Marines (though the defendent is undecided at this point) in Jericho Reach. The NPC is as good as dead though the players have a way out; if they successfully recover and return the relics to their proper owners AND provide material aid for the crusade in Jericho Reach (or some other long-term endeavor,) all will be forgiven...
My overall intent is for the endeavor to include a little bit of everything to give them a sample of what you can do in Rogue Trader but have a focus on ground combat since that's one of the things they know best.