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Made in us
Mekboy Hammerin' Somethin'




Kansas City, Missouri

So I have GMed a decent bit for rogue trader and have plenty of experience playing rpgs for over a decade, but I was wondering if anyone had some suggestions for a simple introduction into Rogue Trader for a new group concepts, links whatever is all welcome

" I don't lead da Waagh I build it! " - Big-Mek Wurrzog

List of Da Propahly Zogged!!!
 
   
Made in us
Shas'o Commanding the Hunter Kadre





Richmond, VA

First off, wrong section, needs to be in the roleplay forum, don't worry I'll forward the report.

Rogue trader is tricky. You can run free form or structured, though free form tends to act like a plane that takes off then crashes in a firey blaze.

I would suggest running a game were you have the rogue trader on contract with the imperial navy and these are the "primary missions" and the other stuff can be free form. This works well with new players as they tend to need structure.

You can also have the captain of the vessel be a NPC if having one player play him is causing trouble. One problem is the captain can ruin the game too.

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Lt. Coldfire wrote:Seems to me that you should be refereeing and handing out red cards--like a boss.

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Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Moving thread to RPG forum.

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We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
 
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