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Made in us
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I just bought a Rouge Trader core rulebook and I am very confused. I did a quick read through of the book and it was very overwhelming to say the least. Does anyone know of a website that would help me understand the game more and give a more simplified version. Also im GM and any suggestions of how to run a smooth game and where to find missions would help.
Thank
epie44

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Made in us
Servoarm Flailing Magos







i think you mean Rogue, not rouge... Unless they're trading cosmetics...

Anyway, no websites, but from reading the book it might be best to divide the game into 'layers.'

The bottommost layer is character creation. Even as the GM, run through this by yourself a few times. It is somewhat complex.

After that is basic character interactions and skill tests.

Next is actual combat, which is basically building on skill test rules.

Rogue Trader adds a special level of the group's ship and the neat looking Endeavor system. This is probably an 'advanced' topic.

Do you have experience GMing anything else? RT looks like it might be a hard game to start with.

For 'missions' FFG has a whole series of adventures to use. these might be a good start. Note that if you're not familiar with RPGs, there's a lot more importance in the adventures having some sort of coherent overarching storyline and players expect a great deal of freedom.

This message was edited 2 times. Last update was at 2012/06/15 11:51:14


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Lincoln, UK

I'll just say this: Published adventures are your friend. As a first time GM, they take an incredible weight off running a game.

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And if we're talking published adventures, the best place to start would be with Forsaken Bounty, as it was the Free RPG Day Demo Adventure, and is a good intro to Rogue Trader. There are even some bonus characters available for it, and a sequel adventure called Dark Frontier.

They should set you on the right path, and make like a little easier for a first-time GM.

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Made in gb
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Nuremberg

I've been running a Rogue Trader campaign for a good while now, and I feel your pain. I think FFG are good at setting and production value, but their rules are over complicated and often buried in paragraphs of text. The books layout doesn't help, as you must often flick between several different areas to get what you need.

Some stuff that might help:
- Read up on how RPGs in general work.
- Get the GM screen, it has summary tables on it.
- Download and print several copies of the RT Quick Reference document the lads on this website have done.
http://darkreign40k.com/drjoomla/index.php/component/docman/cat_view/36-handouts

Another point: Generally, you're better off starting the group off with a smallish ship. Give them something too large and you might find it difficult to challenge them at first.

Lastly, talk through character creation with the group and decide why they are working together, and most importantly, who is going to be the Rogue Trader. It's really important that the player playing the Trader understands that the game is co-operative and fun for everyone- I was pretty lucky in that my Trader was a fairly hands off manager, which let the various underlings shine.

   
Made in us
Regular Dakkanaut





Probably my favorite 40K RPG. I just see the rest of the series' as add-ons to this one. It's definitely for advanced players.
   
 
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