Finding Players (Recruitment)Look for players for chatroom, play-by-post, or even real-life games here. Threads will expire after 3 months, so be sure to move important information to your OOC thread.
So I'm in a Black Crusade game on these boards, having the most fun in a play by post I've had in recent memory. And a friend of mine says, but isn't Rogue Trader even better? You get to have a ship and everything!
I can't disagree.
Ships are awesome. Voidships even moreso.
So I'm interested in playing Rogue Trader. Specifically as the Rogue Trader, of course, although I could also go Seneschal. I'd like to play Into the Maw, the module found in the Core Rulebook. The role of Ship's Confessor would go to Donan, who is interested in playing a Missionary.
In terms of books, I'd like to see the Core Rulebook, Into the Storm, Battlefleet Koronus and Hostile Acquisitions be allowed. While I understand The Soul Reaver exists, I have some concerns about its balance and would quite prefer to not deal with it. But that is up to the GM.
In terms of crew, I think a crew size of five or four players would be the optimal size. It keeps the game sprightly and should prevent major overlap in roles. That's my hope, at any rate. I ask that xenos keep their filthy paws off my ship, however. While most of my characters end up being xenophilic, I dislike the rules provided in Into the Storm for xeno characters.
There's probably loads more, but I just wanted to get the essential stuff I'm looking for out into the open. Running a module is supposedly easier for a GM than constructing a campaign all on their own, so I hope someone will swoop by an express interest. And, of course, I hope there are some other authors interested in playing as well.
For profi--- err, the Emperor!
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Re: Rogue Trader, Into the Maw -- Looking for a GM and some Players!
I would totally be down. Oddly enough, I have the opposite problem... I seem to play Rogue Trader games with people that would much rather be playing Dark Heresy, so we invariably wind up with a crew full of mutant-hating former Inquisitors and Ecclesiarchy henchmen, so all the interesting choices that come with being on a rogue trader crew are lost before we even begin.
Anyway, I'm game :) Probably as the Navigator, but I'll fill in what we need.
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Re: Rogue Trader, Into the Maw -- Looking for a GM and some Players!
Happy to hear it! Navigators are a super cool archetype (is it still 'archetype'? I've been playing BC for too long ) that I just have never gotten the hang of. But I'm totally thrilled to hear you're interested in playing!
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Re: Rogue Trader, Into the Maw -- Looking for a GM and some Players!
It's always sad to hear of a dead RT game. I've been part of several that have ended up that way, and it's always upsetting. What sort of position on the crew are you thinking of, Chaotic Sky?
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Re: Rogue Trader, Into the Maw -- Looking for a GM and some Players!
If a GM doesn't volunteer, I could certainly have a crack at it. I've only run one abortive Rogue Trader game, so my grasp of the rules could definitely be better, but I feel like I've got a good feel for the fluff and atmosphere, and would definitely be up to bringing a good module to life in terms of descriptiveness. We'll see how it shakes out.
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Re: Rogue Trader, Into the Maw -- Looking for a GM and some Players!
In the old game i tried my had a creepy little girl Reaver. Didnt work out so well because i get my length from being expressive.... and Reavers are not. So my posts ended up being alittle short.
For this, id either rework the concept as a child solder from a fortress world, or scrap it entirely and do something else. A DE kabalite would be neat to try, but since i dont want to cause you stress, I'd probably go with a explorator>genetor with a fascination of xenos biology. Or a bodyguard militant whos fiercely loyal and has abit of a meanstreak.
That last one might be interesting...
(*edit: ha, AM it is then, just a matter of creepykid or bodyguard :P)
Last edited by ChaoticSky : 10-10-2012 at 07:00 PM.
Re: Rogue Trader, Into the Maw -- Looking for a GM!
I always welcome bodyguards! Creepy children might have a place on board, but I'd definitely want to know more background before I said sure. After all, if it's like that kid from the Shining, I definitely don't want him on my ship!
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Re: Rogue Trader, Into the Maw -- Looking for a GM!
If I wind up GMing, I definitely wouldn't mind a couple more players to begin with. Even with a core of enthusiasts, people tend to flake out. I'm all for small groups and a brisk posting rate, but starting with seven players typically means that you wind up with a group of four or five.
Out of curiosity, what kind of dynasty are you guys inclined towards? Young upstarts, or grizzled former navy officers and veterans? Are you new friends of the bearer of a fresh warrant eager to prove themselves, or old companions, united behind the last scion of a scattered ancient house, struggling to reunite disparate assets and reclaim glory?
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Re: Rogue Trader, Into the Maw -- Looking for a GM!
Usually I use House Xanatov, which ultimately focuses more on SP than PF. They are an older house who has lost their funds and cling to a few scattered enterprises across the stars. That said, moving to either a newer house or a house that's less SP and more PF is totally possible. I prefer older, more prestigious warrants because I'm pompous and I like my dynasties to reflect it, but that's just me.
As for the players, I'd be fine with allowing 6 total, because in the event everyone remained 6 is the highest number I'd be willing to have in the game. Would that be acceptable (presuming we can't find a proper GM)?
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Re: Rogue Trader, Into the Maw -- Looking for a GM!
Sounds reasonable. Any essential roles that aren't covered by players can be NPCs, with the simple caveat that they are primarily noncombatants on account of the fact they actually aren't crazy enough to enthusiastically follow you on to exploding space stations or roiling death worlds, just to retrieve a cargo of rare spices. And they don't think you should go, either! Why, this practice of bringing the entire command crew on away missions is foolishness, Lord Captain. Better to leave that sort of thing to the serfs and the armsmen. Your father would never- etc etc :)
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Quote:
Originally Posted by Candle Jack
This image you have of European peasants huddled fearfully in decrepit hovels while packs of baby-eating wolves terrorize the countryside has no basis in reality.
Re: Rogue Trader, Into the Maw -- Looking for a GM!
Hmm. I sat debating this for a significant while, but I think I might as well throw my hat into the ring as a GM, if SlyJohnny is reluctant. I've run several games of Rogue Trader before, so I know the rules well enough for most purposes, and I find that I enjoy the properly bombastic nature of the game.
How set are you on the Into the Maw module, though? Because I don't really like it all that much myself.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Re: Rogue Trader, Into the Maw -- Looking for a GM!
I would like to play a module -- doesn't matter which. While I adore the game, most of mine have never gotten off the first station for any substantial time. There was one where we had an incredible space combat battle, but the game ended shortly thereafter and I was sad.
A structured campaign, at least while we learn how to interact with one another, is something I'm really hoping for. If that makes sense?
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Re: Rogue Trader, Into the Maw -- Looking for a GM!
Perfect. Frozen Reaches it is, then, at least by my preference. It's a decent module, combining fighting (on ground and in space) with plenty of diplomatic negotiating, socializing and, at the very end, the traditional heaps of profit. I've run it before as a stepping off point for a larger campaign, and it works very well.
Though I am occassionally guilty of... expanding things a bit. Last time I ran it, the players ended up escorting a Warlord Titan from the Mechanicus Forge to the city they were defending. A significant Ork warband attacked en route, so they had to fight off Stormboyz while standing on the shoulders of a Titan. We all had quite a bit of fun with that one, even though it's not in the canonical adventure.
Any objections to that?
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Re: Rogue Trader, Into the Maw -- Looking for a GM!
And here, then, is the 16.
1. What game system are you running (D&D, Call of Cthulu, Palladium, GURPS, etc.), and if applicable what edition (Original, Classic, Revised, 1st, 2nd, 3rd, 5th, 10th, etc.)?
Rogue Trader
2. What 'type' or variant of game will it be (i.e. "Shadow Chasers" or "Agents of Psi" for d20 Modern)? What is the setting for the game (eg. historic period, published or homebrewed campaign setting, alternate reality, modern world, etc.)?
It's Rogue Trader, so the variant of the game is 'making money'. That said, we shall start with the adventure module Frozen Reaches, and ideally go from there.
3. How many Players are you looking for? Will you be taking alternates, and if so, how many?
Roughly six or so, no alternates. If players drop out, their characters will suffer unfortunate demises and any replacements shall come from among the ranks of the ship crew.
4. What's the gaming medium (OOTS, chat, e-mail etc.)?
It shall be played on these very forums.
5. What is the characters' starting status (i.e. experience level)?
Use the standard character generation rules in the main rule book. This should create a character of essentially five thousand experience (origin path and then 500 for customization)
6. How much gold or other starting funds will the characters begin with?
This shall depend on the method used to generate the Warrant. That said, you are rich by most measures, so anything rated 'common' or less can be selected for free at character creation.
7. Are there any particular character classes, professions, orders, etc. that you want... or do not want? What are your rules on 'prestige' and/or homebrewed classes?
In accordance with Lucretia's wishes, no Xenos. That means no Ork Freebooters, Kroot Mercenaries or Dark Eldar raiders. Beyond that, try to avoid duplication in your career paths and origin (unless you wish to link your character backstories)
8. What races, subraces, species, etc. are allowed for your game? Will you allow homebrewed races or species? 'Prestige' races or species?
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9. By what method should Players generate their attributes/ability scores and Hit Points?
You begin with a score of 25 in every stat, and may then allocate 100 more points between them, with no one score receiving more than 20 points. Remember, the origin path is likely to adjust your scores significantly.
10. Does your game use alignment? What are your restrictions, if so?
There is no real alignment in Rogue Trader. I can accommodate just about any personality into the game, provided it can coexist with the other players. That said, your rivals and the Imperium as a whole will be watching you - take care that they only see what is advantageous for you to reveal.
11. Do you allow multi-classing, or have any particular rules in regards to it?
If you want to select an Alternate rank as we progress, I have few problems with that. Likewise, Elite Advances are available if you can justify them.
12. Will you be doing all of the die rolling during the course of the game? Will die rolls be altered, or left to the honor system? If players can make die rolls, which ones do they make, how should they make the rolls, and how should they report them?
I will ask that players make all their die rolls on the forums. I will mostly be keeping the enemy rolls secret, for dramatic purposes and to preserve my own evil schemes.
13. Are there any homebrewed or optional/variant rules that your Players should know about? If so, list and explain them, or provide relevant links to learn about these new rules.
I prefer the Black Crusade rules for combat. Namely, single attacks grant a +10 bonus to hit, Semi-auto grants a +0, and full auto invokes a -10. All of these are, however, half actions.
Swift Attack and Lightning attack work like Melee versions of the above rules, with extra degrees of success adding to hits.
14. Is a character background required? If so, how big? Are you looking for anything in particular (i.e. the backgrounds all ending up with the characters in the same city)?
A character background is required, yes. Most of it comes through the Origin Path, and I greatly appreciate players who provide more detailed explanations of what each step involved, along with plot hooks for me to make use of.
IMPORTANT - In your journey through the Origin Path, you may make a single 'free choice'. That is, a choice that is not adjacent to your choice on the previous row. You only get one of these, so use it carefully (it may be the 'career' row).
15. Does your game involve a lot of hack & slash, puzzle solving, roleplaying, or a combination of the above?
My games tend to involve more Roleplaying, especially in combat. Miscellaneous bonuses shall be awarded for excellent descriptions or creative solutions to problems.
16. Are your Players restricted to particular rulebooks and supplements, or will you be allowing access to non-standard material? What sources can Players use for their characters?
You may use any of the standard Rogue Trader books. The expansions to character creation found in Into the Storm are highly recommended.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Re: Rogue Trader, Into the Maw -- Looking for a GM!
Are we using all Black Crusade rules for things like combat and such? Furthermore, are we using the "you get a DoS for passing the test" or are we keeping it at 'if you roll 10 under the test you get a DoS'?
As for the books, does that include Soul Reaver?
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The greatest trick the Devil ever pulled was convincing the world he didn't exist.
Re: Rogue Trader, Into the Maw -- Looking for a GM!
Mostly, yes, we will be using Black Crusade combat rules. I happen to like them more. The distinction on Degrees of Success is therefore mostly irrelevant, since Black Crusade tweaks it's rules with the alteration in mind. It's unlikely to come up too frequently.
The Soul Reaver is an adventure module primarily, with the only real PC value being the rules for Dark Eldar characters and gear. It is therefore off limits to you lot, though I might very well make use of it myself for suitable antagonists at some point.
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"Not trusting me might be the smartest decision you made since getting off of your horse."
Re: Rogue Trader, Into the Maw -- Looking for a GM!
I want to express a subtle yet rekindling interest in the game, if the Harvester of Souls will accept a brother amongst his pupils. Of course, Frau Lucretia too, I would like to have your blessings.
Speaking of blessings, blessed be ChaoticSky. It's good to see you around, nostalgic even, after I've been so many month's away.
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