Prologue missions

By Zso Sahaal, in Rogue Trader Gamemasters

So theres only one person I know interested in playing Rt who actually knows the fluff. he's going to be my RT. We are going to sit down and figure out his style of rogue tradery, and personality, and quirks, his ship, and the assets he would choose to hold and invest in. then we discussed that to learn the rules and kind of introduce the fluff side. we would have three prologue missions with him followign a script that i'd work with him on. basically the first adventure is to show ground combat and will have a few scenarios for other specialty classes to so their thing. then it leads to the second episode, which whould showcase naval combat and get them to learn that system. depending on how long that took either the end of the second mission or the 3rd would be the rest adn recoup phase and would showcase acquisitions and profit factor and the like. Any ideas to improve this concept or ideas to add in there?

I seem to be at a loss - why is one player, making all these choices for the group by themselves? You don't need to understand the fluff to determine what kind of game you want to play - the style of game is defined by the endeavours you can chose to engage in, when you are being directly engaged by the GM in a plot. You can argue the RT is "the boss" but each character within the player party represents, more or less, all the key elements/factons a ship requires to function - and each player has an equal say in the game they wish to play.

I have a number of players that don't know the fluff and I broke the idea down to them like this (excluding game mechanics):

The Dynasty is your medieval fief, awarded to you by a monarch. Your profit factor determines how rich your fief is - you enhance your realm by completing endeavours. Endeavours can range from supporting your kingdom through miliary, commerical or religous events or candlestine methods that can involve theft, pillaging and war - its also possible to work again your kingdom - if you choose. In any event, a successful endevour will enrich your fief - increasing your profit factor - allowing you to maintain and buy additional troops, facilities and equipment for yourself.

The kingdom that grants you the fief is multi-faceted and has many competing organizations, guilds and institutions, as such your fief has some important people you work with:

Rogue Trader: The leader of the fief, as granted by the kingdom.

Senechal: Spymaster and advisor. Investigates and finds the weakness in your fief abd rivals: diplomatic and economic.

Void Master: A masterful military agent of your fief - an honoured specialist of a particular art of war.

Arch Militant: A leader of soliders, of many different backgrounds - extremely dangerous in personal combat.

Missionary: A religous icon representing the fiery and extremely militant religion of the kingdom. Good for morale and slaying demons, hunting heresy.

Astropath Transendent: Powerful psychic with an innate gift for communicating with your kingdom and within and without your fief. Also, combat.

Navigator: Controls all movement within your fief, member of extremely powerful guild. Traveling within and without of your kingdom is exremely perilous only the special training of the navigators allows you to maintain or attempt physical conact.

Explorator: Controls all technology within your fief, member of extremely powerful guild. All technology is controlled by the Ad Mech - the parent organization of the Explorator: the Ad Mech is a joint-sister kingdom and ancient ally virtually indistingushinable from your kingdom.