Time Travel?! Bad idea

By Shadowspaz, in Rogue Trader Gamemasters

So, the dice decided to have a laugh at me for mentioning that my PCs could theoretically lose their lead on Hadarak Fel. On the warp trip from the Battleground to Footfall, it put them another three weeks early.

Based on the sheer amount of time that they'd gone back, the fleet managed to arrive at Footfall with the Captain they picked up at Port Wander (about half the crew were serving aboard the Peregrine prior to the beginning of the game, and the other half came on with the Captain, who was being given her first command by her Dynasty), before they left to go get her in the first place.

I had them make Intelligence checks, and since I'm NPC-running the ship's Explorator, I had him argue for reason and logic and not screwing with the timeline. I also had him make contact with his earlier self through the data network set up in Footfall to let himself know what was going on and that they needed to leave. I also mentioned that the PCs who had been on the ship previously remembered their departure seemed kind of rushed.

I also mentioned to one of the players who has a character who's had friendly dealings with the Inquisition before (specifically as a member of an Inquisitor's retinue who was given leave to become the ship's Seneschal in exchange for an undisclosed something that even he wasn't able to find out the nature of) that there is a minor order devoted to dealing with wibbly-wobbly timey-wimey stuff, and trying to mess with things too much would probably get them all executed, or worse.

I also mentioned to them that the dockworkers had heard tales of the Warp spitting ships out at the wrong time, and most of them "knew a guy, who knows a guy, who knows a guy that it might have happened to", so no big issue with the fleet leaving, docking, then jumping there.

I think I'm going to fudge the rolls in the future, though. This is Warhammer 40k, not Doctor Who. :P

Lyinar said:

The Ordo Chronos: "We deal with wibbly-wobbly timey-wimey stuff."

I think "We turn wibbly-wobbly timey-wimey into burny-wurny" would fit better.

Wouldnt that also fir the Ordo Hereticus?

Ordo Hereticus: We do the burney-wurney!

Voronesh said:

Wouldnt that also fir the Ordo Hereticus?

Ordo Hereticus: We do the burney-wurney!

But they don't go looking for timey-wimey.

As I understand it, Ordo Chrono was a minor Ordo back in the day which seems to have been ret-coned along with the other 'wacky' stuff in favour of the Grim-Dark.

Yep, it wasn't always all about the grim dark, in fact when I was asked to join my DH group I said something to the effect of "yeah cool, I like the 40k setting, but what's all this grim-dark stuff?"

The look on their faces was awesome, ha!

Ya need to play a Tau or an Ork then.

One is mecha manga, the other is slapstick comedy.

Nerdynick said:

Hmmmmm, as the op discovered, meeting yourself would be bad. But what would you guys, as GMs, do to the party if they met themselves?

My players ended up meeting themselves due to a warp malfunction. In this case they went forward and ended up saving their future selves from an assault by an unknown craft (at least to them it was unknown, their future selves refused to talk about it), luckily for them their future selves could show them how to get back through the hole in the warp that they fell through. I'm going to have a lot of fun with this one as i havn't personally decided who was in that ship yet. Things did come slightly unglued however when one of my players who has the 'No Joy Unexplored' motivation decided the most forbidden and desireable pleasure was to have sex with herself...

None of my other players knew where to look, neither did i for that matter.

lol funny funny i should be a little more nasty to my players as well i am to kind really kind compared to what your gm did

After two horrible Warp Navigation rolls my players' vessel was thrown forward in time. Their Dynasty did modestly well, but the talk between the current Rogue Trader Horst and 'Horst Prime', as he calls himself, is yet to be. Personally I think that is the smartest move. Always forward. Always one way. It saves huge headaches.

Ahahahah

Gotta love those tempermental warp engines, although they worked out a little better for us than they did for you.

My groups first adventure was the Into The Maw adventure from the RT rulebook. We went through the first part of it without anything too remarkable happening but then Hadarak Fell (our hated foe for some reason that we never really decided) set off into the warp and we, naturally, chased after him. He, presumably, saw our single ship still in port as he was leaving.

When we entered real-space in the Battleground our instruments soon told us our voyage had taken negative time, we had arrived a matter of weeks before we left! We were ambushed by the pirates but due to the glorious leadership of our rogue trader and the brilliant skill of our explorator, yours truly, we captured both pirate vessels, after burning a fatepoint to re-roll one of our hits (to make it miss and not destroy soon-to-be our valuable vessels. We made the pirates a generous offer they couldn't refuse, rescued a ship full of pilgrims and set up an ambush for Fel. He popped out of the warp directly where we predicted (thanks to some 8 degrees of success on a Forbidden Lore (warp) roll) right on top of a mine we left for him. Before he'd recovered from that we blasted him with the guns of our three ships and began a triple-boarding action. A duel between the captains champions ensued which we won due to having an arch-militant able to take out a space-marine in melee without sweat despite being first level.

After our inevitable (no I certainly wasn't passing notes to the GM about keeping an open path between me and the door) victory we took Fel's ship and, most importantly, his fine hat and continued with our endeavour before returning to Port Wander with much loot and three additional ships. Not a bad start to our fleet all things considered