The13Fates Posted September 5, 2019 Report Share Posted September 5, 2019 My campaign of 23~ sessions has come to a close. My players really enjoyed it, saying how it was an epic journey, a shame that it's finished and all that good stuff. As a FM I'm both humbly proud of the story we all told together and looking forward to having a short break before starting another campaign. Comparing my first session to my last is like chalk and cheese, I've learned a lot and wanted to share with you the slight changes I do to run a smoother game: * Target numbers - TN10 for early game, TN12 for late game: For context this a skill challenge for a normal check, not too easy (a -2), not too hard(a +2 & onwards). Yes the guy with 2x 5+ skills is still on easy street but consider that not every check is going to be solved with only one or two skills. Which leads into: * Make varied encounters - What would a Mage/Fighter/Rogue do?: If every encounter can be solved by a social skill or violence, it will quickly become modus operandi to have skill with 5+ in those areas. Mix it up without it being a screw job. * Ignore the rank system... kinda - Just one good hit, or maybe two or three: The jump between minion and enforcer is a wide gap, 5 wound and KO'd compared to having to deal 10+ damage and a decent critical and getting past the 2 Fate points. For shorter fights, I have enforcers insta-fail a KO check, or just have them make the standard Unconsciousness check using their base skill+aspect. Rank shouldn't mean requiring a High Mod/Sev Crit in order to finish an NPC off. * Give your bosses a Deck - and a control hand: I had boss fights that were over in one round due to perfect knowledge, static TN will do that. If something feels like they should be a boss, I shuffle a separate deck and draw 2+number of players cards off the top for a control hand. It's a minor change that has been discussed to death at this point but the important part of why I do this is that it makes an encounter feel different and gives it an element of shock and surprise rather than the 'same guy but bigger' issue. Embrace the badass - Hug them tightly: Finally, I changed my attitude about the high AVs and nigh-indestructability and rolled with it. As early as midgame the Fated are a force to be reckoned with, let them be! The Sharpest Shooter should feel like they can shoot the wings off a fly at 50 yards, the Martial-est Artist should feel like they can take on 6 dudes solo no sweat; and so on. Embrace their strengths but also remind them of their weaknesses on occasion. 6 Quote Link to comment Share on other sites More sharing options...
J4bberw0ck Posted September 5, 2019 Report Share Posted September 5, 2019 Great thoughts! I've been discovering similar things during my own campaign, but I love the idea of giving bosses a deck and control hand. I've definitely had boss fights that were over way too fast, and adding in my own deck/control hand would add a really interesting element to them. Especially for an "ancient evil" type boss, like a Fey. 1 Quote Link to comment Share on other sites More sharing options...
LeperColony Posted September 5, 2019 Report Share Posted September 5, 2019 Great to hear your campaign went well! 1 Quote Link to comment Share on other sites More sharing options...
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