A few more thoughts on my Rogue Trader game as it pushes forward.
Combat
When I was running Dark Heresy I found combats to be ugly, brutish and short. One or two autofire bursts and someone—PC or NPC—would wind up a bloody mess. In Rogue Trader, this hasn’t been the case.
For instance, the superior stats and equipment Rogue Trader PCs start out with, and the similar abilities of their suggested opponents, has the effect of making combat drags on. The problem, as I see it, is that while the capacity of Rogue Trader PCs to soak damage is considerably better than starting PCs in Dark Heresy, the effectiveness of the game’s weapons seem kind of flat. As a result most combats seem to be a back and forth marathon.
So right now, I’m working on ways to speed it up. For instance, I’m considering only applying a characters toughness bonus (instead of doubling it) and making all tens rolled in damage open-ended, rather than requiring another attack roll. At the end of the day, I want my combats quick and deadly.
A Pirate’s Life
Overall though, I’m finding that the vibe of the game is great. I was a little worried that having five players in charge of a ship with 95 000 crew would be a little overwhelming, but it’s actually been a blast. Each of the players has really taken charge of their domains on the ship and are constantly breathing life into the ship’s micro-setting.
Along similar lines, I’m playing pretty fast and loose with the game’s morale mechanics. I’m sticking to the spirit of the rules, but I’m making sure that the actions of the PCs can have a direct effect on the ship’s crew. And really, they set themselves up for trouble on this front from the get go.
For instance, the PCs opted for the ‘reclaimator’ option on their ship (basically injured and deceased crew men are converted into gruesome cyborgs), purchased the cheapest possible life-support system, and over-crowded crew quarters. Add to that the murderous zeal of the ship’s Explorator and frankly totalitarian tendencies of the Arch-Militant and you’ve got a GM’s dream. You can imagin my glee when, after dropping morale by a point because of their long trip out into the void, the players wound up debating every imaginable option to stave off mutiny.
I can only say it’s a good thing that the Captain overruled the Arch-Militant’s plan to string-up anyone muttering discontent…
To the Heathen Stars
You command a vast ship crewed by thousands of souls, and you do not fear the tumultuous Warp or the foul and corrupt things that exist beyond the Imperium.
Gamer ADD or Swinging GM?
My name is Mike, I’m a GM and after reading this great post, I don’t think I have Gamer ADD.
Contender #1
What I do have is a million ideas and inspirations bouncing around in my balding noggin and the certain knowledge that I will never get around to running most of them.
For me at least, playing with different settings, sandboxes and mechanics is a big part of why gaming is fun. I admire GMs who can sheppard a single campaign over years of play, but for me the thought of it is torture. How would I be able to indulge my 70s Glam Sci-Fi ideas while I’m locked in Dungeion Crawl mode?
While I suppose I could continuously transform and inport outside other concepts into an ongoing game run with a suitably flexible system, I confess that it wouldn’t quite scratch that itch to try something new.
Variety is, after all, the spice of life.
Contender #2
So I don’t think I have Gamer ADD, I just like to swing from game to game. Life’s too short for one campaign, in my opinion.
Which brings me to today’s conumdrum. I’ve been running an Old School D&D game since my Noble House Burning Wheel Campaign came to its end. Preparing for the game was a delight. Mapping out my dungeon, rolling on random tables, placing loot and traps…it was just what the doctor ordered after six months of intrigue and bloody-handed betrayal. But now, nearly three months in, I’m bored.
And I have a kid on the way, which means my gaming will almost certainly be curtailed for at least a couple of months (although my wife and I have an understanding for once
Contender #3
we start sleeping semi-regularly). So as far as I’m concerned, I shouldn’t settle for anything other than awesome for players and I.
The only question is what to run instead. I intend to give my players the final choice between three games.
My Current Contenders Are:
Rogue Trader- Set in the Impossibly Metal Future of Warhammer 40K, Rouge Trader is all about Exploration, Colonization and Conquest in the Wild Expanses beyond the Imperium of Man.
Damnation Decade- Run with FATE, it’s League of Extraordinary 70s Film and TV characters racing to save the world before world ends on Dec 31st, 1979.
Cthulhu Invictus- Call of Cthulhu in Ancient Rome. The PCs are part of a secert order charged with protecting Rome and answering only to the Emperor Tiberius.