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JEG2

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Everything posted by JEG2

  1. I was trying to create a new thread with some uploaded files. I kept getting an error message from "the storage server." It told me to contact you for help. Help. Please. 🙂
  2. I've read the main books and have started moving on to the adventures. I have read a one shot that I enjoyed and one that I didn't think was very good. It would be nice to know where to focus my efforts. What are your three favorite Penny Dreadful One Shots?
  3. Ooo, I kind of like that idea. You may be onto something. Thanks!
  4. Have any mechanics been published for playing non-fated characters? I ask because I often ease my players into new worlds by giving them pre-generated characters to explore with. Then, some small number of adventures in, I have them "discover" their real characters. We do character creation at that point and they play those going forward. This gives them a chance to get a feel for what they are creating before they commit to a bunch of decisions with long lasting repercussions. One thought I've had for doing this in Through the Breach is to start them in the typical scenario as passengers on the train to Malifaux. However, I thought it could be interesting to have them be non-fated who find some steampunk style cryogenically frozen characters in one of the train cars. I'm thinking the story could be that some faction (probably the Guild) figured out how to identify Fated during the first breach. It's possible that they've since lost this knowledge, but at the time they didn't know what to do with those they had found. So they stuck 'em on ice and shipped 'em off into long term storage. They now have some reason to tap these reserves, so they summon these frozen Fated that they hope they can wake up and control. One good train heist later, I can start these new characters off on their own path (but hunted). I think this works well story-wise, but I am concerned about how it's going to play out mechanically. If we just use the one shared deck of cards with no cheating of fate, that's going to drastically alter checks. Triggers will be harder to invoke. They won't be able to discard cards to power talents. And so on. I might be able to control some of this through the characters I generate for them, but I'm worried about breaking a game that I'm very new to in the first adventure. It just doesn't seem to make as much sense to me to have baby Fated rescue other baby Fated on the train. I don't love that angle as much. Has anyone done anything like this? Any advice or feedback is appreciated.
  5. JEG2

    Party Size

    I'm new to Through the Breach, but a long time roleplayer. I'll be Fatemastering my first campaign in this rich world starting in January. In preparation for that, I'm noodling around with several ideas that it would be great to get some feedback on. My first question is this: what's the ideal party size for Through the Breach? I'm going to guess it's in the neighborhood of three to five, which works well for most games in my experience. Has anyone had success with six players? If you have, I would love to hear details about how it went or any tweaks that you made. My typical roleplaying group is five strong, counting the person running the game. However, a new couple has asked if they can join us. I would love to have them, but I suspect six party members is really going to slowdown things like combat. Thoughts?
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