This is the second part of my two part
preview of the Through the Breach RPG from Wyrd Miniatures, LLC. Part
one may be found here and covers the rules themselves. Part two is my
opinions as a reader. Please keep in mind this is a collection of
opinions from someone that has poured through the books a couple of
times but has yet to play outside of mock scenarios with myself.
The game looks like fun. The duel
mechanic is simple, but is added onto as the campaign advances so
there is complexity introduced as the players become more familiar
with it. I initially did not like how NPCs have static values by
default. This works similar to D&D where you might have an NPC
take ten, but it happens by default in Through the Breach. The more I
playtest scenarios on my own the more I like it however. NPC rank
alters the static value. If I need a harder encounter then I can
simply increase the static value in increments of one across all
values on the NPC. The reverse is true if I need to lower the
difficulty. By default most lower tier enemies count as always
flipping a five or six, where higher tier enemies are always flipping
a nine. This also plays into the idea that the player characters are
the masters of their own fates as the Fatemaster never flips for the
NPCs except in rare occassions.
I like the concept of how character
advancement works in theory. I particularly like that skill selection
is based on both what a character did during play along with what
direction the player wants the character to focus on. I realize
character advancement limits what stories are available to tell and
how long a campaign can go if you care about character growth in a
mechanical sense. Unless Wyrd releases supplements down the line to
change character advancement I doubt we will be hearing about groups
playing the same campaign with the same characters once a week that
last for a whole year let alone the decades possible with other games
without some heavy handed house ruling or creating a lot of advanced
pursuits.
I am concerned about store campaigns.
There are many sessions where new players are coming in and out and
it is not uncommon to discover someone will not be playing a session
until after the game is underway. Through the Breach is designed to
give each player character its moment in the spotlight. It does so in
such a way however to where each sessions is a feature episode for
that character. The game may not appeal to a new player that hops in
last minute if the focus of that session is built around one of the
other player's character. You also run the risk of planning to
feature a player character in the next session only to find out
fifteen minutes into the game that they are not late as they are not
coming that session.
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Art from the limited Edition Hannah that came with the Kickstarter |
Through the Breach has another hurdle,
and to me it is a big one. That hurdle is Deadlands. Deadlands uses
the Savage Worlds rules which bills itself as Fast, Furious Fun which
it most assuredly is. Deadlands uses a similar setting to Malifaux.
It is also capable of a wider range of story styles and campaign
length due to not having its character advancement directly tied to
and capped by game sessions that focus on individual characters.
Players also have a little bit more control over character creation.
Finally, while Through the Breach is not a difficult game to play, I
feel Deadlands will prove to be simpler to teach to people that have
never roleplayed and has fewer rules that feel bolted on.
I do have another negative, but it will
probably be a minor one for most people. When reading Through the
Breach it feels like they developed the second edition of Malifaux
first, then bent that into the shape of an RPG to resell the same set
of rules with extras bolted on. Both books for Through the Breach
could have been combined into one and require the Malifaus 2e book.
NPC stat blocks in the Fatemaster's Almanac almost exactly match the
stats from Malifaux 2e with Aspects, Initiative, skills, and static
flip based on rank added on. This feeds into the frustration built up
behind the game since about a month after the kickstarter ended.
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We are family! |
The Through the Breach kickstarter
finished a few weeks before the announcement of Malifaux 2e. One of
the promises with the kickstarter was the inclusion of rules to
incorporate the player characters in games of Malifaux. At the time
readers supposed this meant 1.5 as there was no mention of 2e before
then. That is fine, but the pace 2e went from announced to release
and the fact Through the Breach was released a year after the
projected release date (okay, eleven months), made many suspect that
Through the Breach was not a priority. The ways in which Wyrd
communicated what was going on caused them to lose quite a few
customers.
I am fine with that part of it. The
reason for the history lesson on development of the game is that they
do not include rules for running player created characters in
Malifaux 2e. This was one of their big selling points. There is one
page in the Fatemaster's Almanac dedicated to using the Malifaux 2e
rules in Through the Breach for combat. That one page is a mess that
feels shoehorned in and states openly not to expect any sort of
balance.
Again, I like most of what I read. I
think it might take a session or two for the game to get rolling as
people learn the rules, but nothing major. Once people are
comfortable with it I expect mechanically the game will run quickly.
If a gaming group likes to start over with new characters a couple
times a year then this will be a great game as written. If not, then
the Fatemaster and/or players will need to put in some extra work or
accept continued play with limited advancement after twenty or so
sessions for a four player party. Shorter campaigns are unlikely to
be satisfying either as the player characters will only be part way
along to either accepting or denying their destinies.
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As far as we know, we're family too! |
My favourite feature of Through the
Breach is how skill selection and advancement works. One of the
negative aspects of many games for me is when a player creates a
character (with or without GM assistance) only to discover that they
are called on to perform a specific action on a regular basis, but they
will never be good or even mediocre at that action because they are
limited in advancing that skill even though they are called on to use
it in almost every session. With this game the player can switch
pursuits for a session or two before switching back to their original
pursuit or a new one. If the skill does get used by the character
that much there is also the chance it will be one of the skills the
Fatemaster offers for advancement regardless of pursuit.
Another thing I love is there exists a
wide variety of ways for players to manipulate the fate of their
characters. This is primarily handled through manipulating fate flips
for duels in various ways. Since the Fatemaster is rarely going to
flip a card if ever then the only people that can regularly mess with
the duel mechanic are the players themselves. There is no need for a
bennie or fate pool of points for dice manipulation which the
Fatemaster would have to figure out how to either keep the points
flowing or how to convince the players to spend. Players will draw
both good and bad cards into their hands. They will want to play the
good cards so they can cycle back around to their good cards faster.
I like Fate points in FATE itself because of the conditions they are
normally awarded under and can be used for more than dice
manipulation. Bennies are practically needed at times in Savage
Worlds. There are other systems where a similar mechanic is merely a
free reroll the GM hands out at a whim. Fate manipulation covers many
of the same mechanics as a fate pool, but encourages the players to
cheat fate and cycle through their cards through regular play. Twist
deck and other means of manipulating fate are much more integral to
this system than if a pool of points were used instead.
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No discussion of Malifaux would be complete without undead hookers |
Anybody that is familiar with D&D,
Iron Kingdoms, or Malifaux should be able to pick this up and run
with it no problem. It basically replaces the d20 or 2d6 with a
d13/deck of cards. Those unfamiliar with Malifaux might take a little
more time to become accustomed to concepts like positive or negative
flips, replacing a flip with a card from their hand, triggers, and
soulstone manipulation if they pick up the appropriate skills or
aspects, but it is something players can grow into as some of those
may not be available to their characters at the start of the game.
I do not own any of the images used
in this post and they have been used without permission. All images are
the sole property of Wyrd Miniatures, LLC. I have reviewed Wyrd's
guidelines concerning fan sites and believe I am in compliance with
their wishes.
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