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MaxWilson

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Everything posted by MaxWilson

  1. Thanks for the answers everybody! I feel more confident now that I'm not missing any major rule systems. I agree about the need to familiarize myself with the gameworld. It's clearly not a setting-agnostic game system the way GURPS or in some ways D&D is. (It feels like Shadowrun in a way: every campaign has a Dunkelzahn and a Harlequin and a shared history of magic's re-awakening, and branches off from there.) As Fatemaster I clearly have a duty to learn the gameworld history and politics; and I can reasonably expect my players to have done so as well, and build adventures around that shared knowledge.
  2. Hi there, A friend asked me to run a Through the Breach game for him and his wife, so I got a copy of the book and am reading through it, hoping you guys can give me a sanity check on what I'm learning. So far, my impression of Through the Breach is that it's a mechanically heavy ("crunchy") system, based on a wargame, that uses cards instead of dice in order to add deck manipulation (card counting, reshuffling, etc.) as a tactical dimension. This fits the thematics of characters being "Fated" to partially know their own fate. Does this sound right so far? My impression is that I need to really learn to use the combat rules, and then set up adventures where the players have plenty of things to fight with. In terms of moving from one scene to another, I haven't yet seen any formalized rules for how scenes are supposed to operate (a la Dramasystem/Hillfolk) so I assume it's just kind of freeform RPG until something happens that makes you need to resolve a problem/draw cards. Is that also correct? Also, any advice on designing a good first TTB adventure for new Fatemaster + players? -Max
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