![]() Without really understanding what a Rogue Trader can/should do to build their fortune, it's difficult to plan for what someone else would do in that position. I've put a lot of time into thinking, going around and around - if I were playing a new Rogue Trader who had just taken over command of the last ship left to the dynasty with a dwindling fortune and a Warrant of Trade that has no real prestige left to it (basically a generation-level PC), what would I do? I honestly can't think of how I would go about building my fortune, I don't even know where to start. I haven't just had this experience with one group of poor players, I've had it with every sandbox I've ever played/run, even groups with a history of solid games. And before you say "Just get better players," this has applied to groups of otherwise good roleplayers, groups of bad roleplayers, groups from comic book stores, groups from conventions, groups that normally LARP, etc. Most sandbox games that I've been in as either a player or a GM seem to always end with either the PCs being shot to death by law enforcement, or dropping out from boredom, lack of direction, or just bitterness over being trolled. After a dozen or so attempts with different groups and different systems/settings, my typical experience with running a sandbox seems to be: Now, I don't have a good history of running sandbox games, and RT seems to be a game that can only be run as the sandboxiest of sandboxes. Rogue Trader, however, is a whole different animal, and I'm at a loss. ![]() Both of these games have different levels of openness, but are still fairly linear, and I can write adventures for them with no problem. Dark Heresy is a lot more work-intensive but still entirely doable - I make a huge list of NPCs, give most of them secret love affairs, feuds, blackmail, or leverage to use against each other and heaps of greed, spite, and hubris, then set up who the villains are likely to be squeezing the hardest, and then let the Inquisition find out about it when something gets squeezed too hard. Only War is easy - command sends the PCs on a mission to do something and then have them screwed with by enemy forces - that writes itself, and lack of inspiration can be replaced with watching a war film or two. However, as a GM I'm left wondering exactly how I'm supposed to prep this as a game. On a whole, we know the 40k universe pretty well, but most of us have little experience with Rogue Trader specifically (mostly having played Dark Heresy and Only War for long-running campaigns). Overall - and once bugs are squashed - I feel that your time will be well spent playing this game.Īnd of course, I'll be waiting the next expansions DLC next year.So with the demise of our current game, I'm looking at perhaps taking up the GM mantle again and running Rogue Trader, mainly because people don't want to agree on any other setting. There are tons of things that I've surely missed - seriously this game gives you way too many options - and I'm eager to try another path, but for now, I just wanted to chime in on the current state of the game and my general feel for it For the people that we love CRPG's you shouldn't miss it, if you feel like don't wanting to have a bumpy ride, then wait by all means but for me this is my GOTY. ![]() ![]() There is some funny bugs too, but seriously people don't like bugs.Īfter 100 hours playtime I think I can give an honest opinion about the game. You truly feel immersed in the WH40K world, although I had to play in story mode, because there are still critical bugs to squash, abilities that don't work, sidequests that cannot be completed, some continuity errors? me thinks, I believe I've found a bunch of those, because quests didn't get acknowledged What can I say? It was a bumpy ride, and the day this game is complete it'll be glorious As the title says, I've made it to the end of the Iconoclast path. ![]()
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