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I have dabbled in dark heresy and got the rogue trader handbook. And I thought I knew the system until I actually played the included mission in dark heresy… turns out I didn't know the important things. (how to balance out fire fights, the importance of grenades, pinning, pysker powers etc)
The topic title says it all, basically what I would like is advice on the games, advice you can't find in the books, things you only know about after running games for some time. Some things that might actually go against what the book says but works better. Or a simple five year old explanation of complex yet important rule. Any advice will do. 1d4chan's advice was for dark herasy as follows.
1. when in doubt, use grenades
2. Give players with low BS (adepts) something with high rate of fire, and let him do pinning to make them feel apart of the combat
3. Give player with high BS somethign that fires single, high powered rounds.
4. its okay to push them hard as long as they know they are going to be hit hard.
5. always be prepared for characters losing appendages.
6. Always always always be prepared for perils of the warp (which might cause rule #5 to come into effect.)
Is there any advice like this for Rogue trader? It would really help.
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8. friendly fire isn't.
9. orbital lance strikes have the right of way.
10. don't pet the genestealers.
11. be friendly to everyone you meet…but keep a macrocannon battery primed and loaded just in case.
12. don't get shot with your own guns.
13. never trust an Inquisitor.
14. oil the tech priest from time to time.
15. don't bring the daemonette home to meet the family.
16. always pack a heavy flamer. they have so many uses!
17. Remember to bring at least one missile launcher with krak missiles
18. Shoot the psyker first
19. Eldars are annoying, treacherous bastards.
20. Daemon = bad things. Always.
21. Keep at least one dude with Psyniscience around all the time, you can find out so much with that.
22. Selentine Pattern Void-suits are your friend.
23. Las weaponry is the AK-47 of 40k.
24. Keep a medkit and someone trained in medicine around.
25. Preysense will make the GM rage, assuming (s)he plays it like regular thermal.
Without Signature
Quite good, except that 2 and 3 should be "advise the player". They are incredi-rich individuals that can buy themselves whatever the hell they want. :-)
Also:
Rak'Gol are damn scary; use with caution.
Mind Probe can be a pain for the GM.
Make you game a sand box, not a railroad.
Space combat is a game within the game. Make sure to learn it.
It's okay for the player characters to be over-equipped. They have enough money to bury a hive fleet in.
Hope that helps!
"Only the insane have the strength enough to prosper. Only those who prosper may truly judge what is sane."
26. You'll almost exclusively fight groups of enemies. As such, grenades, flamers, and suppressive fire are worth much more than their weight in dead xenos.
27. A basic-quality Conversion Field can be Acquired at a +0 modifier, and grants a 50-50 chance of negating an attack entirely, on top of your dodge. If your character likes surviving, buy one.
28. Astropaths should always pick up Compel. It's a power that's useful in a huge variety of situations. Why shoot the guy with the heavy bolter first when you can just Compel him to fire into his friends at Point Blank range?
29. Point Blank combat is to be treated with fear and respect. Also utilized whenever profitable.
30. Always try to be paid as many times as possible. Save a world from chaos reavers? Loot the enemy and sell what's valuable. Then contact the navy about the ships destroyed, the Ordo Malleus about the daemons destroyed, the Guard about the planet defended, and then if you didn't take a usual route there, contact the Navis Nobilite about the new warp route charted.
31. While the techpriests are called priests, and they're in the business of tech, culturally, they actually correspond much more closely to the traditional Wizard archetype. When you think of them as Wizards, it makes a lot more sense that any given Magos tends to live in a tower surrounded by strange experiments, simultaneously zealously guarding his research and planning to demonstrate it at the next big conference of wizards to show everyone his genius.
Without Signature!!
After running a campaign now for about seven months, I have a few points.
THE WORLD IS YOURS!
32: Rogue Trader is NOT Dark Heresy, dont try to compare the two and other than the basics, you must unlearn what you have learned.
Without Signature
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