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![[Post New]](/s/i/i.gif) 2013/10/12 21:53:35
Subject: Help me figure out how to have fun with Rogue Trader!
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Hello! So I originally posted in the 40k background some questions about how psykers work fluff wise. Knowing that I was really hoping I cold get some advise/help with either changing characters or figuring out how to make the character I have actually fun to play.
Some back ground: the game is set following a transport crash onto an Ork infested world. The characters currently are: a Rogue Trader, two arc militants a spy/assassin and myself (an astropath). The abilities I currently have are mind reading, telepathy and psychic shriek. We currently have lots of heavy weapons (bolt guns, long las, hot shot las, hand held las cannons, missed launchers and even a working rhino!)
Most of our engagements occur (against orks) at long range... 250meters is the range for all those heavy weapons. While my unfettered psychic assault is... 10 meters... So I do a whole lot of nothing as out game runs. As all the enemies are orks here's no body to mind prob as I do t speak Ork... And the range is 2 meters... To make matters more fun, we have radios which work better than my telepathy...
So I spend the game sitting on my hands and not rolling dice. To make things more fun, XP is divided based on why we accomplished, so I'm also gaining the least XP to try and put towards abilities/stats.
As you can probably tell I'm quite frustrated and considering over doing it just to try and make my guys head pop so I can roll a new character.
So my questions are: rogue trader veterans, how can this class of character participate in this game? Advice on how to approach the Psyker abilities or something which is cannon with the lore that a Psyker could do? The limitations on abilities leaves me really only trying to use a pistol when possible due to the greater range damage and safety of use...
Should I just roll a new character which can actually interact with his world and participate? (totally eyeing the tech priest) or does anyone have ideas (perhaps things they've done/heir group has done) to allow the astropath player a chance to participate in the game too.
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2013/10/13 00:05:38
Subject: Re:Help me figure out how to have fun with Rogue Trader!
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Hangin' with Gork & Mork
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XP is divided based on why we accomplished
I don't think I care for that one bit.
For starters, get your DM to stop having engagements at max range so often. If your group is killing all the orks before any can close he is doing orks wrong. Start pushing your psyker powers and chancing warp effects, await shenanigans. Be reckless and charge forward, then pull the enemy back. Kick down doors (or psychically knock them off the hinges) when everyone is using time that wouldn't actually exist to get things going. Puch the story along, don't wait for them to. Become the lightning rod; you are the troublemaker; you are the party starter; you are the instigator.
You are a Psyker.
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Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
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![[Post New]](/s/i/i.gif) 2013/10/13 00:06:20
Subject: Help me figure out how to have fun with Rogue Trader!
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Junior Officer with Laspistol
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Difficult, to be sure. Seems like you're pretty redundant. Best move if you're not having fun would be to speak to the GM about it and try to sort something with them.
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Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. |
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![[Post New]](/s/i/i.gif) 2013/10/13 00:13:28
Subject: Help me figure out how to have fun with Rogue Trader!
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Unstoppable Bloodthirster of Khorne
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Your GM is doing it wrong. On several levels, as described above. Try talking to him?
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![[Post New]](/s/i/i.gif) 2013/10/13 03:43:36
Subject: Re:Help me figure out how to have fun with Rogue Trader!
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Stalwart Veteran Guard Sergeant
Chicago, Il
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To be honest, I am often the instigator of plot events (thus far), being a rather crazy Psyker, hovering someplace between schizophrenic and delusional, given the suicidal recklessness needed to participate in the game. That being said, given starting character stats, the WP means each attempt to cast anything unfettered results in over a 50% chance of invoking a perils of the warp, but to fetter means casting at lvl 1... (or half the ranges stated above). (to add insult to injury, remember orks use double their T bonus, even against psykic attacks, so they are ignoring at least 8 from the d10+1 damage)
I have discussed some of this with the GM, however he has explained that the psykic powers are basically "one trick pony's" good for doing one and only one task, using psykic powers for anything other than as the power describes is "just not possible." So where does this leave my psyker?
Besides burning out the character/starting over i see it as leaving me with a few options
#1) Create New Psykic Powers? (I would need help bringing to him something which has appropriate effect/range/xp cost etc) I look to the 40K rule book's telepathic skills with some envy. I'd love an AOE stun/brain pop. Anneurysm from a distance, or mass paranoia type effect. (like a blast)
#2) Suggest new talent/gear to augment abilities. Like a "Psyonic Amplifyer" to increase ranges or such. (I already tried to look for rituals etc to modify abilities and was told that wasn't an option as psychic abilities we rent like magic) But looking at things like GK there is precedence for it in the 40K universe, and if the other characters can find and carry around hand las cannons it couldn't be that much of a stretch
#3) Try and hybridize the Psyker with another class. Stop putting the abilities in psykic stuff, and try and expend XP to gain talents of another more useful class (if the GM allows)
Ideas for abilities/talents? Suggestions on what to do? Any of you have experience with Astropath PC's and how you fixed the differences in versitility
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![[Post New]](/s/i/i.gif) 2013/10/13 04:45:05
Subject: Re:Help me figure out how to have fun with Rogue Trader!
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Hangin' with Gork & Mork
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Castitas wrote:[The GM] has explained that the psykic powers are basically "one trick pony's"
I'm starting to get an idea of where the problem lies.
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Amidst the mists and coldest frosts he thrusts his fists against the posts and still insists he sees the ghosts.
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![[Post New]](/s/i/i.gif) 2013/10/13 11:34:47
Subject: Help me figure out how to have fun with Rogue Trader!
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Junior Officer with Laspistol
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Yeah,,,
Your DM's not exactly the best. Aside from picking up a long las and trying to participate that way, I don't really see what you can do, especially if the DM won't listen.
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Pretre: OOOOHHHHH snap. That's like driving away from hitting a pedestrian.
Pacific:First person to Photoshop a GW store into the streets of Kabul wins the thread.
Selym: "Be true to thyself, play Chaos" - Jesus, Daemon Prince of Cegorach.
H.B.M.C: You can't lobotomise someone twice. |
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![[Post New]](/s/i/i.gif) 2013/10/13 20:33:20
Subject: Help me figure out how to have fun with Rogue Trader!
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Servoarm Flailing Magos
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liquidjoshi wrote:Difficult, to be sure. Seems like you're pretty redundant. Best move if you're not having fun would be to speak to the GM about it and try to sort something with them.
I agree completely with this. Reading further, it sounds like because you're a "plot instigator" the GM may feel that's your 'spotlight time' and not be concerned with your general alck of utility in long-range combat.
It sounds like the GM might be dealing with some issues as well. You mentioned a ship crash as a major campaign event: does this mean your group isn't using all the Rogue Trader rules for doing Ship Stuff? I'd consider this a "warning flag": Not a sign that the game is 'wrong' (as there is not such a thing in RPGs, really) but a sign that it's drifted pretty far from the core the game is designed for.
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 4500/10/13 20:51:38
Subject: Help me figure out how to have fun with Rogue Trader!
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Veteran Inquisitorial Tyranid Xenokiller
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I could alwyas recommend the range of telepaphy and play with that one..if it's too short, boost the power, might as well risk it instead of doing jack shi*t...make an Ork beleives another Ork is after his prizes shoota or whatever, enjoy seeing them clubbing themselves for no real reason..
but yeah, it seems your GM got an odd way to run RT, perhaps he would be more intrested in Only War?..except if that event is part of a large campaign idea (like get back in a ship, then turns out other RT have sliced the current RT's assests within thier own little group, then it's an uphill fight to get back what is his) I can understand, but yeah- limiting your own pwoers seems a bit lackbuster: how are the others feeling that? I man the RT (who don't learna bout long range basic weapon until rank 3) and the spay-assassin (which I suspect is a senechal?) The arch-militnat must be having the time of thier life, but you and the tohers are..well nt really suited for direct combat scenarios as much as the Arch-militants.
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![[Post New]](/s/i/i.gif) 2013/10/14 02:20:10
Subject: Help me figure out how to have fun with Rogue Trader!
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Yeah. The game is being run in a traditional "role play" seance of a small group with limited resources (only starting gear) having crashed on a planet and now set out by themselves with only what they can muster. Basically just a scifi type version of how a fantasy rpg would run. But with a lot of long range firepower and combats.
The others are having fun... Boltguns and stormbolters for the senechal, two arc militants, one with the afore mentioned las cannon and one with a long-las, the RT has two hotshot las pistols with a great BS so they all do fairly well.
I'd love to puppet master/manipulate an Ork with mind games. Only there isn't any ability to do that easily. Puppet Master requires reaching the 3rd or 4th rank. And has 4 prerequisite powers. And as far as I can tell there's no "paranoia" type ability.
I do have a question as how powers work. (The GM has the book so we have mostly just gone off the rules he shares) when you roll to use a power, (WP test) if you WP is a 40, and you roll say a 41 that is failed and so a "perils of the warp" correct? Every fail/miss is a roll on that big chart? Then when you boost, you add to the degree of bad sh*t that happens? But it's not actually any more difficult to cast/higher chance of failure?
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2013/10/14 08:14:36
Subject: Re:Help me figure out how to have fun with Rogue Trader!
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Mad Gyrocopter Pilot
Scotland
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http://www4.wittenberg.edu/student_organizations/rpguild/adventurelogs/2012-fall/roguetrader/rt-pyschic-quick.pdf
This is a great cheat sheet to remind you how it works. Basically if you fail your focus power test that does not automatically invoke a phenomena roll. If you were rolling at unfettered and rolled doubles then it would even if you fail and rolled doubles. So you could imagine a failed roll and no doubles is your power fizzling out and failing to manifest. Remember you have two tables for failures. psychic phenomena which is the first which if you roll too high on instigates a perils of the warp test. When you boost it just increases the chances of phenomena. Most of the time you have to roll on the phenomena chart before perils chart. So if you have decent WP and gear you can usually be safe.
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![[Post New]](/s/i/i.gif) 2013/10/14 13:06:59
Subject: Help me figure out how to have fun with Rogue Trader!
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Servoarm Flailing Magos
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Definitely recommend trying to go for fighting in 'built-up areas' for several reasons.
It's more fun for you, and hopefully for everyone else. The only real plus I can see to fighting on open plains is your other players are enjoying a shooting gallery.
It's more fun for the GM. Running hordes of monsters making a charge is kind of boring... In a city, dungeon, wrecked ship, necropolis, etc. he gets to have things jump out at you, or at least actually get at range to use their close-combat abilities.
Plus things tend to happen in cities and other built-up areas. People gather, trade, talk. People discover ancient evils buried in the graveyard. Whatever.
I've read but not run Rogue Trader, and I think I'd be very frustrated if a GM ignored the interesting parts for long. I'd want to be the command staff for a massive trading ship, be able to use and abuse the special buying rules, and have an impact on a massive boarding actin before my command team (the player characters) goes in to the wreck to recover the artifact or whatever...
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2013/10/14 12:01:36
Subject: Help me figure out how to have fun with Rogue Trader!
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Growlin' Guntrukk Driver with Killacannon
Scotland, but nowhere near my rulebook
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"Give me that Lascannon, fellow player"
"No!"
<MIND CONTROL>
"Sure, have a lascannon! Shiny end goes towards the Orks. I don't mind that you have no shooting ability"
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![[Post New]](/s/i/i.gif) 2013/10/14 15:19:44
Subject: Help me figure out how to have fun with Rogue Trader!
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Servoarm Flailing Magos
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Graphite wrote:"Give me that Lascannon, fellow player"
"No!"
<MIND CONTROL>
"Sure, have a lascannon! Shiny end goes towards the Orks. I don't mind that you have no shooting ability"
While this is an option, I would consider it a pretty severe one. Players don't like other players messing with their character.
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2013/10/14 15:36:48
Subject: Help me figure out how to have fun with Rogue Trader!
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Innocent SDF-1 Bridge Bunny
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It sounds like a fun thing to do.
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![[Post New]](/s/i/i.gif) 2013/10/14 16:52:32
Subject: Help me figure out how to have fun with Rogue Trader!
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Crazed Gorger
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Definately sounds like unless you want to just start shooting stuff it's going to be a struggle with the way the GM seems to be running things in relation to having everything at max range for some reason and from what you have described the Orks only ever attackin across open plains on foot.
Considering the resources available to even the lowliest rogue trader the crash scenario should generally go something like:
Rogue Trader: "Oh no we've crashed. Astropath send a message for us to get anther pick up from the huge ship we have in orbit"
You; "Done. They're sending down another lander now"
I mean it could be expanded on a bit by the orks having seen the crash and you having to evade capture for a bit while waiting for the pick up but that's the generally gist.
In terms of powers don't overlook sensory deprivation either the astropath in our group loved it as it's quite entertaining temporarily blinding a group enemies that were about to take shots at you.
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![[Post New]](/s/i/i.gif) 2013/10/14 16:52:56
Subject: Help me figure out how to have fun with Rogue Trader!
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Stalwart Veteran Guard Sergeant
Chicago, Il
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wow thank you for the download. As the GM has the rules i have not had a chance to flip through the psykic parts besides looking at powers. We were doing them wrong by far. Assuming any failed roll is a perils.... that meant over half the time i was rolling on the chart (hence why i was too worried to boost much) and we were adding 10% to the perils roll per boost...
So, using the powers correctly, yeah I'd be more than willing to play around with some boosting!
I am hoping that soon we will find a "built up" area. The Psyker I play is a bunch of fun, so I'd like to see him do more than stretch out to take a nap during our combats. Last session I finally gained access to delude, so in a few thousand XP will be able to work my way to Mind control.
Has anyone had experience with GM's as far as creating their own powers? (either being the GM, or as part of the group) There are things i'd love the character to be able to do (telepathically) that there are no abilities for:
#1) "Psykic Blast" - Everyone with in lvl x 1m take a WP test or be stunned for 1 round for every psyker lvl. Sustained Power.
#2) "Paranoia" Range = 10m X lvl, Blast 2m x lvl, (scatters like a blast shot) Everything under the effect takes a WP test or suffers paranoia. Roll to see how the warp manifests to create the paranoia (veriation of the 6thed ED "Hallucinations"
1-3: Bugs I hate Bugs. Affected people throw them selves to the ground, rolling/pulling/beating frantically trying to remove the "bugs"
4-6: Ermmm? Affected units are frozen with fear/fascination, staring blindly, distracted by the warp visions in front of them
7-9: You! You're a Traitor! The enemy immediately attacks the closest individual with impromptu rage.
10: Thinning of the Veil. As the psyker thins the veil between the warp to allow visions to assail his foes, a powerful entity seizes an opportunity. All effected individuals take wounds equal to the casting lvl. the central most individual who failed their WP test to resist immediately becomes subject to possession. (GM's discretion, however entity should scale with casting lvl)
How would you write those powers? and how much XP would you say they'd need? and any prereqs? I'd like to perfect a few powers to being pretty fair and fun before bringing them to the GM as possible additions to the Telepathy tree.
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2013/10/15 11:13:40
Subject: Help me figure out how to have fun with Rogue Trader!
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Owns Whole Set of Skullz Techpriests
Versteckt in den Schatten deines Geistes.
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It is quickly becoming apparent that the real problem in this game is the GM.
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![[Post New]](/s/i/i.gif) 2013/10/15 14:12:41
Subject: Help me figure out how to have fun with Rogue Trader!
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Servoarm Flailing Magos
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As started earlier, talking to the GM is probably the best course. I am only hearing one side of the story, of course, but I wonder if the GM is finding the game fun, either?
Is there any evolving storyline, or is it just random fights against orks?
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2013/10/15 14:51:06
Subject: Help me figure out how to have fun with Rogue Trader!
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Chaplain with Hate to Spare
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As others have said, it definitely seems to be the GM. This crashed and left to survive kind of thing would work well for Only War or Deathwatch, Rogue Trader is about so much more than just repeated bouts of combat. It's about commanding unimaginable wealth and resources, it's about guile, intrigue and even mysteries. It's about increasing your social and financial standing and crushing your rivals. It's about commanding a huge starship and travelling from world to world willy-nilly whereas regular people never even leave their 9 to 5 routine, working until their death in the 40k universe.
Combat is a fun element but to be honest, it's something best used more as a reactant to the player's decisions (or obviously at key points in a campaign as it just is inevitable) rather than the driving element in a really good Rogue Trader campaign.
I'd highly suggest you get your GM to sign up to the site and join this thread to get some advice (or create a new one specifically for this campaign).
As for starting equipment.. not sure what rulebook your GM is reading but lascannons and storm bolters certainly aren't starting equipment. They aren't beyond a Rogue Trader's reach usually of course but I wouldn't think players would get things like that off the bat. Seems like they're just there to facilitate the rolling of dice and doing lots of cool fighting rather than exploring any sort of interesting plot.
Also, your GM should at the very least give everyone the same base amount of XP at the end of every session, with small modifiers if they did something really cool rather than basing it entirely on who did what.
If your Rogue Trader really wants to fight the orks on this world, then he should be warping from planet to planet, picking up new assets and trying to forge an army to then send them down to do the dirty work. Rogue Trader as a game allows so much more of the 40k setting to be explored than most of the other FFG40k RPGs, especially at the earlier levels.
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![[Post New]](/s/i/i.gif) 2013/10/15 15:19:22
Subject: Help me figure out how to have fun with Rogue Trader!
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Servoarm Flailing Magos
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I'm wondering if the GM feels a bit overwhelmed himself (or herself). Falling back to relatively 'easy' fights (to run, if not easy for the players to win) is something I've seen GMs do when they're struggling to make the rules work as they expect (the RT ship stuff is the interesting part to me, but I admit it looks tough to 'wing it' with.) and if it keeps the players happy...
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2013/10/15 15:47:44
Subject: Help me figure out how to have fun with Rogue Trader!
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Chaplain with Hate to Spare
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Balance wrote:I'm wondering if the GM feels a bit overwhelmed himself (or herself). Falling back to relatively 'easy' fights (to run, if not easy for the players to win) is something I've seen GMs do when they're struggling to make the rules work as they expect (the RT ship stuff is the interesting part to me, but I admit it looks tough to 'wing it' with.) and if it keeps the players happy...
Having recently started my own first attempt at GMing one of these games, I can understand how it can be difficult to keep track of all the rules and get them to work. It really helps if you've been in a good game or two before you run your own as you pick up the basic gist of the rules on the go.
A useful thing to do is to combine the rules with a more narrative take on it, where you use imagination for what happens and use the rules to simply bind it together, rather than having to memorise it all so that you are prepared for every situation straight away. In fact just writing a page or two in a word document before each session so the GM has a rough plan of what's going to happen really helps, and anything along the way that crops up can be filled in with a bit of improvised story-telling. It's surprisingly easier than a lot of people would think and often even the simplest of plot hooks can be a lot of fun. The GM shouldn't feel responsible for everyone else's fun entirely, the players are quite capable of making a lot of the fun themselves through character decisions.
A simple plot hook for the next session could be the players realise they have very little ammo or supplies left and manage to stumble upon a battered settlement with weary defenders in the form of a town militia. They are reluctant to let players in due to their own resources being strained and perhaps either need a charm or intimidate test to be let in (the astropath can probably try and help here with powers) or else they have to help the town in some way. This could be to go and recover a lost expedition or to salvage an ambushed supply convoy to see if anything can be found such as medical supplies or food or ammo. When they are let in they can have a chance to rest, do some proper roleplaying in character and do some 'side quests' as I affectionately call things that are unrelated to the main plot (which should ultimately be getting back to your ship and escaping this planet or something as suitably interesting, maybe a nearby city with a spaceport that will also allow the players to have more fun in a new environment).
The whole next few sessions could be focused on helping or conquering this small settlement as the players see fit in order to get enough supplies, a vehicle and ammo to get them to the nearest city (which they could maybe find out about and even get a contact there that will assist them if they help someone in the town) or aid the townspeople by leading an expedition to an ork camp to wipe them out, earning the potential for xenos loot/plot hooks and other rewards in a suitably difficult fight.
Just propose these ideas to your GM, maybe they'll help get the old grey matter going and liven up your sessions.
As for making the Psyker more fun, I highly suggest the GM makes it so that from this point onwards everyone continues with the same amount of XP in total. It'll let you customise your character more and do more things in game as a result. You could even have fun by talking to your GM about your psyker detecting something awry in the warp.. a malign presence.. that in itself lends a whole new plot hook and loads of possibilities for a story arc surrounding your character and their abilities.
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![[Post New]](/s/i/i.gif) 2013/10/15 16:12:12
Subject: Help me figure out how to have fun with Rogue Trader!
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Servoarm Flailing Magos
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All good advice, Darkvoidof40k.
I've been known to do actual flow-charts for the 'expected' most likely path for a game, although being willing to throw these out is important, too.I also like to plan that the first 5-10 minutes of a game session is intended as time to review and discuss any rules concerns and similar. And it's OK to say "Sorry, Bob. We were doing your special skill/power/item completely wrong last time, so have some ammo back and we'll handle it this way moving forward."
I do usually say "It is the GMs job to make sure everyone is having fun" although job isn't the right word and the GM should have fun, too. I say it, however, to move away from the concept that the GM is The Opposition, and must be Dealt With. The GM is more like a movie director, who wants everyone to shine (even if occasionally this means a character getting eaten).
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2013/10/15 16:41:26
Subject: Help me figure out how to have fun with Rogue Trader!
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Chaplain with Hate to Spare
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Balance wrote:All good advice, Darkvoidof40k.
I've been known to do actual flow-charts for the 'expected' most likely path for a game, although being willing to throw these out is important, too.I also like to plan that the first 5-10 minutes of a game session is intended as time to review and discuss any rules concerns and similar. And it's OK to say "Sorry, Bob. We were doing your special skill/power/item completely wrong last time, so have some ammo back and we'll handle it this way moving forward."
I do usually say "It is the GMs job to make sure everyone is having fun" although job isn't the right word and the GM should have fun, too. I say it, however, to move away from the concept that the GM is The Opposition, and must be Dealt With. The GM is more like a movie director, who wants everyone to shine (even if occasionally this means a character getting eaten).
Good points all in all.
Honestly it needs to feel like the player's game and not the GM's ultimately. The player's actions need to have direct consequences (such as injury, death or just events then unfolding in whatever manner, whether good or bad) rather than just the characters reacting to each new situation as the GM brings it up.
A fun way of doing things for each session is to have a planned start and a planned finish, but the way they get from the beginning to the end (including order of events) being interchangeable in terms of the individual scenes, as well as allowing for player's to occasionally do their own shenanigans and then working it into the story. It really adds to the experience overall and makes it much more fun.
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![[Post New]](/s/i/i.gif) 2013/10/15 22:04:07
Subject: Help me figure out how to have fun with Rogue Trader!
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Stalwart Veteran Guard Sergeant
Chicago, Il
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Wow, well this discussion has picked up a lot more than I had expected. So with that in mind I would like to not jump on the GM as such. The other players appear to be enjoying themselves and for the most part I do as well. I absolutely love the character I created, and I am holding out hope that as the plot progresses things may spread into a realm where the skills of a psyker are more useful.
To put this all in a bit more perspective I should probably share some of the plot thus far.
Our characters were all hired by a RT (not a party member) despite prying and my attempts at mind probing none of us were actually able to ascertain what the objective of the mission was outside of “attempting to retrieve xenos technology on a frontier planet.” The PC and NPC characters were kept distinctly separate at this point, each hired for a specific task and had no additional knowledge of the plot beyond their tasks. All of our equipment was standard stuff, nothing fantastical at this point, no shopping or adjustments were made.
Our group was brought together by living quarter proximity on the ship in combination with the “plot instigation.” Within moments of warp travel something went wrong on the ship. Orders were issued to present (armed) to the bridge, from there we were tasked with investigating one of the engineering levels where there was report of gunfire. En route, we are ambushed my orks (yes in the ship) from there all hell begins to break loose. Long story short the ship is “lost” and the party has to fight its way insertion pods to make their escape. (None of the NPC’s go with us). Upon landing (very badly) the group is surrounded by the debris and wreckage of the ship on an unknown planet. COMPLETELY cut off from the astrinomican and outside of any communication beyond the group and their own radios.
From here the adventure became a scavenger hunt, the group piecing together things from the wreckage sites while fending off marauding orks. Over the course of scouring multiple wreckages the group has banded some peon survivors together (mostly because none of actually knew how to drive), a couple of rhinos and multiple weapon’s lockers. Fights with orks, gretchin and biker orks has lead to lots of ammo being used by lots of big guns. We have managed to piece together that there is apparently a combination of ork and human settlements on the plant (still unknown which one). At the end of our last game we “rescued” the NPC command group from part of the wreckage where we learned that the ship was somehow betrayed by the Navigator, however the RT NPC is not very chatty and is obviously not intent on sharing any more information. All attempts to mind probe for more information led to the NPC’s knowing how to resist probing. So at this point hopefully the plot will progress more. We are definitely meeting with the challenge of “who’s in charge” at this point, as well as running low on food, ammo and other supplies. So hopefully the next session will be quite exciting.
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2013/10/15 23:36:15
Subject: Help me figure out how to have fun with Rogue Trader!
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Stalwart Veteran Guard Sergeant
Chicago, Il
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I also thought I might share some of the character I have running with you all, so that perhaps you have a better idea of what I hoped to accomplish and perhaps have some suggestions on how to become him? Also perhaps and suggestions to keep things more in line with the 40k verse, as I mentioned earlier I am not that familiar with the 40k world:
Name: Cas
Age: unknown, appears mid to late 40s
Home world: Forge world, Armageddon (I would love to say Mars, but something tells me that’s way not possible)
“Cas doesn’t remember much about his life before the binding, those memories are all muddled and blurred. He can recall working as a child in the forges. He had loved the thrum and bustle of that life. It had been difficult, and long, but even as a child he had worked hard. As a child, the more nimble (and hopefully intact fingers) were used to their most, working on the intricate parts, taking a finesse only experience on the assembly line could grant. Of his family, Cas has no recollection, besides, when the black ships came for him there was no need for family.
What cas does remember is having a stuffed xeno shoved into his arms. It was a fuzzy four legged animal, long extinct on the forge worlds, a bear. The animal was dressed in a red coat with a pointy red hat. Promptly named “Commissar Teddy”, he was soon to become Cas’s only companion through the trials ahead.
Life on the black ships was rough, and filled with fear. Still unsure of what trials were being done, Cas only knows that he had passed. His mind and body pushed to the limits, only the reassurance of Commissar Teddys stern presence kept his mind grounded. The binding saw Cas sanctioned to join the astropathic choir. His eyes, taken in a storm of light and fire, he could see again, but the world was different, he was different and the emperor was real.
It was some time after the binding, while participating in the long monotonous hours of choir duty aboard a Cruiser who’s name Cas could not remember that Teddy First spoke. His voice boomed with the authority of a true commissar, and surprise broke Cas’s all improtrant concentration. Immediately his connection to the choir was lost. A mistake which save Cas’s life, or possibly his soul. When his shock wore off Cas found himself surrounded by a dead choir. Every soul lost. (Leaving it up to the GM, was thinking some kind of “warp storm” or demonic attack, or perhaps should the GM wish it, Cas’s fault for breaking concentration)
Survival of the event saw Cas assigned more and more often to voyaging vessels, having shown some “unusual” resilience. From here life took cas (mostly ship bound) from destination to destination, even once returning to his home world during the second war for Armageddon, although he never set foot on his home world during the entire campaign.
Cas’s experience in warfare outside of a ship didn’t progress until he gained the attention of an inquisitor (name GM’s discretion). While indentured to the service of the inquisitor Cas was utilized for his uncanny ability to read the minds of those around him. Several years were spent in the service of the inquisitor, rooting out heretics, mutants and the unclean. While in service to the inquisition Cas’s innate curiosity was allowed to grow. Forbidden knowledge was at his fingers, and often with in his mind; prying from the accused, their secrets, to be used in the inquisitors hunt for corruption.
For the better part of the decade Cas served with the inquisitor, his service invaluable. Throughout this time the inquisitor’s suspicion of Cas grew. At the advice of teddy Cas kept his knowledge close, however the communication between Cas and Teddy had grown, and often Cas could be found speaking openly with his favored bear. As his possible corruption began to be more evident the inquisitor made the choice to dispose of his “damaged” astropath.
And so Cas found himself without a home and without a mission. His ability to read the inquisitors mind had allowed him to exploit the small corner of mercy the hardened investigator had left, and Cas found himself abandoned, reported kill and executed upon a distant docking station, looking for work.
Cas is a mostly harmless appearing “crazy” old man. He dresses in tattered garb and spends most of his time talking to himself or his beloved Teddy. Commissar Teddy is Cas’s Focus, and while a little mangy, has managed to survive his years of service mostly unscathed (although has had to undergo multiple repairs and patches). Cas enjoys taking advantage of the fact that the majority of the population happens to believe he is blind, and has a habit of instigating and toying with those around him. Cas is highly intelligent and extremely curious, he spends time tinkering with both the people, and machinery around him. Cas is not naturally a leader, but finds himself from time to time annoyed with the incompetence of others, and form time to time Teddy and Cas will feel the need to take charge. Thanks to his ordeal with the Inquisitor Cas is acutely aware of how uncomfortable his interaction with teddy can make individuals, and Cas often takes advantage of this fact and utilizes Commissar Teddy to manipulate those around him.
Extra defining Talents: Paranoid, technical knock stuff like that. Rolled max on corruption and insanities during generation.
Important stats:
WP is 51%, Int is 47% and Perc is 44% Tis 41%. All others are in the low 30’s.
Weapons: only knows how to use pistols (found a bolt pistol)
Abilities: Psykic shriek, mind probe and delude
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Sargent! Bring me my brown pants! |
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![[Post New]](/s/i/i.gif) 2013/10/16 19:09:06
Subject: Help me figure out how to have fun with Rogue Trader!
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Unstoppable Bloodthirster of Khorne
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The experience (non)-split issue is a clear and major one.
If the GM is running exp (non) splits like some of the bad old days RPGs used to do with hack-and-slash, individually-awarded kills, etc, then your character isn't really going to progress much, and so your abilities will stagnate while the others both upgrade in terms of abilities and also gear.
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![[Post New]](/s/i/i.gif) 2013/10/16 19:38:16
Subject: Help me figure out how to have fun with Rogue Trader!
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Servoarm Flailing Magos
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Azazelx wrote:The experience (non)-split issue is a clear and major one.
If the GM is running exp (non) splits like some of the bad old days RPGs used to do with hack-and-slash, individually-awarded kills, etc, then your character isn't really going to progress much, and so your abilities will stagnate while the others both upgrade in terms of abilities and also gear.
Which is, of course, a spiral of suck. The other players will get better, which means they're more effective in combat, which means they get more XP, which means they get better, etc., etc. etc.
Still, the best option is to let your GM know you're not having fun.
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Working on someting you'll either love or hate. Hopefully to be revealed by November.
Play the games that make you happy. |
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![[Post New]](/s/i/i.gif) 2013/10/20 23:20:42
Subject: Help me figure out how to have fun with Rogue Trader!
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Mad Gyrocopter Pilot
Scotland
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Balance wrote: Azazelx wrote:The experience (non)-split issue is a clear and major one.
If the GM is running exp (non) splits like some of the bad old days RPGs used to do with hack-and-slash, individually-awarded kills, etc, then your character isn't really going to progress much, and so your abilities will stagnate while the others both upgrade in terms of abilities and also gear.
Which is, of course, a spiral of suck. The other players will get better, which means they're more effective in combat, which means they get more XP, which means they get better, etc., etc. etc.
Still, the best option is to let your GM know you're not having fun.
Too true balance. The primary objective with RPGs is to have fun. if that isn't happening then something needs to change.
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