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Made in us
[MOD]
Solahma






RVA

First off, I think about in basic RPG terms. We're going to do a quest like usual. But what makes a RT quest different? Most obviously, RT crews are actively looking for quests along the lines of their two interrelated main goals: exploration and profit.

Perhaps the simplest way to conceive of this is to note that RTs are exploring the galaxy in search of profit. Profit is what happens at the end of any given quest line and allows for the next one. The quest line itself should therefore be about exploration and enterprise.

Design-wise, this implies a series of basic questions:

- what is the particular nature of the opportunity for profit that the PCs will encounter? for instance, is it something they are selling or something they are buying? are they buying something to trade for something else to sell, etc?

- why has no other Imperial capitalized on the opportunity in 10,000 years? (there have been other treasure-hungry RT crews, after all)

- how do the PCs find out about the opportunity in the first place? (charts found on a derelict, a family legend or curse, the insane gibbering of a possesed crewman, etc) how are they going to keep rivals from sniffing them out?

- how do they learn enough about it to judge whether the reward justifies the risks? remember, potential losses are presumptively high at a baseline; the particulars drive costs higher still so RT crews need more than a murky rumor to risk life, limb, and (most importantly) ship

- since we're dealing with uncharted space, what unforeseen risks (and rewards!) emerge in the course of their enterprise? the weirder the better since a good RT crew would negotiate with Cthulhu itself if the margins were high enough

Try your hand answering those in the most creative way you can. Some general tips:

- make sure some obstacles can be overcome with trade, negotiation, wits, and charm rather than just more fighting

- use xenos non-antagonist NPCs as this is the only 40k RPG where you can do so BUT please make sure they don't come off as human (like elves in D&D)

- if you get stuck, steal something from Pirates of the Caribbean and translate it into GrimDark

This message was edited 1 time. Last update was at 2013/03/16 09:39:20


 
 
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