Jump to content

Tielc

Members
  • Posts

    2
  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Tielc's Achievements

Newbie

Newbie (1/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Hello, I'm in the process of considering our next campaign for this fall after we wrap up 2 5e campaigns on Roll20 and Foundry VTT. We're looking at going another direction, and so far we're looking to play either Pathfinder 2e, Starfinder, Warhammer Fantasy RPG or Through the Breach. I have a strong desire to play Through the Breach as myself (who will be DM / FM) and 2 of the players in my group really enjoy the Malifaux Tabletop game. I finished my first pass at the core rulebook, and there's a lot to like, but I have a few questions for running a game that would greatly help influence my decision. Are Penny Dreadful's full campaigns, akin to Tomb of Annihilation for 5e, Rise of the Runelords for Pathfinder, etc.? I understand that game is intended to focus on 5 destiny events for each player in the group. Do these pre-made adventures have enough content to cover this? I didn't get the feeling they did peeking at In Defense of Innocence. We typically play for 3 hours at a time, and this felt glancing over it like something that would only cover 4 sessions (acts) when comparing it to the sample adventure in the core rulebook. Is the idea that I should be stringing these together with one-shots and multiple Penny Dreadful's to build a campaign? Are characters getting a new Pursuit every game sessions, scene or act? This didn't feel overly obvious when this makes sense in terms of what I am used to. In traditional D20 systems I have always used milestone leveling, especially when playing pre-made adventure paths. If we don't finish a scene or act within a single game night, should the players be expected to change Pursuits and gain the benefits of their previous pursuit after each game session or am I waiting until they finish a scene, or after completing a major story act? Is the 5 destiny points per character considered a level cap in the game? Is there any reason to not go past this point? Is there a hard reason to use destiny points as a progression path? Do players become super-hero like within a relatively short period of time like other D20 games? I would like the game to feel grounded, where you're definitely human and can die at a moments notice. A big complaint our players have with 5e is how you basically feel like an Avenger super hero in a fantasy setting at level 3. I'm having a hard time wrapping my head around Fatemaster Controlled Characters (NPCs), and determining how to create encounters for the group. Is the system meant to challenge players of any "level" with the same NPCs? Or is it just giving them more fate points? Should I be comparing their rating to the players total "levels" / pursuits? In intense moments of a game, I like to try to balance my players on a knife edge, where they feel the consequences of their actions and working together are important for success. I always want them to succeed, but I do not give them a safety net, and there's a clear chance of a TPK. I don't want to run into a situation where either side is simply steamrolling the other. I want to ensure the players in my group feel challenged and accomplished when they succeed. The process of eliminating a character or enemy felt very complicated. Does anyone have a 20 second abbreviated version of how an NPC and then a Character dies. It felt like some NPCs basically could indefinitely shrug off a fatality (enforcers). Coming from D20 systems, I'm used to mechanics like Death Saves, negative Hp to Con value, just hitting zero HP, etc. Is it incorrect to remove an NPC from the table when they reach 0 hp? Am I misunderstanding the correlation between Health Points and the survivability of a character / npc? Is Tactical game-play not an emphasis of this game? I see little in terms of maps like most are used to seeing with D20 games. I watched the livestream from GenCon with DeadAussieGamer and it was done completely theater of mind. I'm not opposed this, but I feel like a few of the players in my group would have a hard time staying interested in Through the Breach that being the case. Our group uses either Foundry Virtual Tabletop or Roll20. I'm waiting for a customizable card deck module from Foundry before moving forward. Have others used VTTs, and how have you handled movement? Grid style, or click and drag for measurement on Vassal style? Is there an easy conversion to grid style (like 1 yard = 1 square?)? Should I consider converting the units to inches and assume 30mm bases similar to Malifaux? This wasn't clear at all in the rulebook how to handle these tactical movement aspects of the game. I appreciate any feedback anyone is willing to provide. I'm quite interested in exploring this setting for our next campaign!
  2. I had this question myself, so I started putting together an exhaustive list for myself for all factions. This should be visible to anyone and is still very much a work in progress for factions I do not currently play. https://docs.google.com/spreadsheets/d/1ctyUdRZjeYF4su6k0lMAeh08YbBfYMOWK04e9bUcMMo/edit?usp=sharing Some of the cross linking for dual factions needs work as well. This is an, "I'm bored, I'll do bookeeping project"
×
×
  • Create New...

Important Information