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Revisiting 1st Edition 40k (Rogue Trader)
The other day a friend and I were talking about our early days of 40k gaming. We'd both gotten into it in the very beginning. I was actually working at my first game store at the time and I was really excited when Rogue Trader was released (I think that television was invented that same year). It was that game that really got me playing miniature games and because of that game that I STILL play them. The funny thing is that I couldn't really remember too much about the game since I hadn't read it at all since 2nd edition was released (around the same time that computers were invented). So, having waxed nostalgic about the game we joked that we should break it out again and try playing it. We both still have copies of the game so we thought it might be fun.
We sort of forgot about the idea for about a week, then I spotted his copy in his basement so we broke it out, dusted it off and started reading through it. Memories came flooding back, but also the realization that the game has changed SO MUCH since its first release. Some things are still the same. The background has survived relatively intact, but its presentation in Rogue Trader is MUCH darker. The Imperium doesn't seem heroic at all. It's as evil as anything else out there. Here's the introduction to the game - the first thing you read in the book:
For more than a hundred centuries the Emperor has sat immobile on the Golder Throne of Earth. He is the Master of Mankind by the will of the gods and master of a million worlds by the might of his inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the Imperium to home a thousand souls are sacrificed every day, and for whom blood is spilled and flesh eaten. Human blood and human flesh - the stuff of which the imperium is made.
To be a man in such times is to be one amongst untold billions. It is to live in the cruellest and most bloody regimes imaginable. This is the tale of these times. It is a universe you can live today if you dare - for this is a dark and terrible era where you will find little comfort or hope. If you want to take part in the adventure then prepare yourself now. Forget the power of technology, science and common humanity. Forget the promise of progress and understanding for there is no peace amongst the stars, only an eternity of carnage and slaughter and the laughter of thirsting gods.
But the universe is a big place and, whatever happens, you will not be missed...
Again, that sounds like the 40k universe, but from a much darker perspective that you normally get in the current books.
Something else that I had forgotten is that it was really never meant to be played the way we all play the game today. It was really part miniatures game and part roleplaying game. You were expected to have a game master who would set up scenarios and run the game for you. A point system was included but only to give you an idea of how things compare in terms of ability. It was assumed that you would wean yourself off of the point system after playing the game a few times and getting a sense of the power levels of various things. In fact, on the subject of the point system the game reads, "However the point values do not (and indeed cannot) guarantee to give a fair game in all situations. There are so many special effects and special vulnerabilities that it is impossible for any points system to cope." I can't recall ever playing the game with a GM. It's like we all got the game and just skipped the part on how the designers wanted the game to be played and played it the way we expected to be able to play it and eventually GW's designers just went along with that.
One interesting thing to note is that GW's "Inquisitor" game (which came out in 2001) was built on this mold as well. But they did something a little different. They didn't include a point system at all. It really confused the heck out of a lot of people. Some people thought that it was supposed to be a roleplaying game and complained that it wasn't enough like a roleplaying game. Other thought that it was supposed to be a competitive miniatures game and complained that it was too much like an RPG. The fact is that it unapologetically sat right in between the two play styles - which is right where Rogue Trader sat but none of us really noticed at the time.
As I've been re-reading the book I've found a new appreciation for what the designers were trying to do with the game. In fact, I'm really excited about playing it again. I've gotten to a point in my gaming where I don't really care so much about who wins or loses as long as we all have a good time. I think that was the point of this game (and others like it). It was a cool game about creating grand adventures on the tabletop. About telling stories about epic battles - not about trying to build the perfect army to squash your opponent.
I"m going to write up my experiences when we finally get around the playing the game again. Until then you should see if you can find a copy. They're still out there to be had if you know where to look.
It was definitely more skirmishy, but all of the main combatants (Space Marines, Orks and Eldar) were each supposed to be fielded in Squads of around 5-10 guys. But I think that it was assumed that you would have one squad. In the sample scenario (Battle at the Farm) you have 16 Space Marines against 21 Orks. Actually, that's not that different from the current starter set scenario.
Although you still needed to keep your units cohesive, you moved and fired them all as individuals. Which definitely makes the game more like a skirmish game.

From what I remember, it wasn't about full armies either. Its was more like a skirmish game. In fact, you'd probably only ever see 20 or 30 marines in a HUGE battle, to say nothing of tanks. In fact a tank was rediculously hard to kill.
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