Broken Compass

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Tommy Brownell

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Weird, because I'm not into pulp games, but I'm intrigued: Anyone picked this up? Anyone read it? More importantly, anyone played it? I'm currently backing their new KS at the PDF level and about to spring for the two books currently out, as the system sounds fun in the Quickstart, but I thought I'd ask if anyone of ya'll have any impressions or experience with it.
 
I'm running it at the moment. I have to say I'm loving it.

The rules are simple enough to be pretty much adaptable to any situation you like. The characters are really competent in their areas of expertise so can pull off some cool stunts.

It took me a couple of goes to get the balance right - to pile enough problems/decisions on characters to really challenge them and impact on their Luck, but I think I have the measure of it now, and the game is motoring.

I backed the second kick-starter, and the What If... book looks as though it will be especially good fun.

I'm happy to answer questions
 
I'm pulling the trigger on the rulebook and first season now (both in PDF) and, if I REALLY like it, I'll upgrade to physical in the pledge manager.
 
I didn’t back the original project because there was something in the rules about the characters never actually being able to truly fail a roll. Is that still accurate?

Also, what does it do that I can’t do in Savage Worlds or Fate?
 
I'm pulling the trigger on the rulebook and first season now (both in PDF) and, if I REALLY like it, I'll upgrade to physical in the pledge manager.
I really want the print book, but alas, poor. Ah well.
It happens
 
I like what I'm reading. I have a hard time going print on anything because I don't plan on ever gaming in person again (half my group lives an hour and a half away). But it's tempting.
 
I didn’t back the original project because there was something in the rules about the characters never actually being able to truly fail a roll. Is that still accurate?

That's sort of true.

A failed roll on a Challenge where your character can't get hurt leads to an "Accident" (a complication of some sort). A failed roll when facing a Danger costs you Luck points. Both can also potentially impose a condition called a "Bad Feeling" that can give you a disadvantage on future rolls.

Luck points essentially function as your character's hit points, so if you run out of them it's possible to face "Certain Death", which removes your character from the story. Broken Compass being a pulpy adventure game, it's possible for a "dead" character to return at a dramatically appropriate moment.

So yeah, characters can get put through the wringer, encounter setbacks and complications, and so forth, but it's tough for them to outright fail or be permanently killed. If you attempt to bust down a door, you will do it, but a failed roll might mean you set off a trap or burst into a room full of guards.
 
That's sort of true.

A failed roll on a Challenge where your character can't get hurt leads to an "Accident" (a complication of some sort). A failed roll when facing a Danger costs you Luck points. Both can also potentially impose a condition called a "Bad Feeling" that can give you a disadvantage on future rolls.

Luck points essentially function as your character's hit points, so if you run out of them it's possible to face "Certain Death", which removes your character from the story. Broken Compass being a pulpy adventure game, it's possible for a "dead" character to return at a dramatically appropriate moment.

So yeah, characters can get put through the wringer, encounter setbacks and complications, and so forth, but it's tough for them to outright fail or be permanently killed. If you attempt to bust down a door, you will do it, but a failed roll might mean you set off a trap or burst into a room full of guards.
Rules sound like they support the genre really well :thumbsup:
 
Also, what does it do that I can’t do in Savage Worlds or Fate?
Simplicity. Fast char gen. Not be fiddly. YMMV.

That said, players do all the dice rolling, which may not be to your liking.
 
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That's sort of true.

A failed roll on a Challenge where your character can't get hurt leads to an "Accident" (a complication of some sort). A failed roll when facing a Danger costs you Luck points. Both can also potentially impose a condition called a "Bad Feeling" that can give you a disadvantage on future rolls.

Luck points essentially function as your character's hit points, so if you run out of them it's possible to face "Certain Death", which removes your character from the story. Broken Compass being a pulpy adventure game, it's possible for a "dead" character to return at a dramatically appropriate moment.

So yeah, characters can get put through the wringer, encounter setbacks and complications, and so forth, but it's tough for them to outright fail or be permanently killed. If you attempt to bust down a door, you will do it, but a failed roll might mean you set off a trap or burst into a room full of guards.
It all sounds really fitting for what I eventually plan to use it for: Tintin-inspired "europulp" adventure, be it modern (1990s) or one of the available historical eras (1930s, Jules Verne/Victorian, Pirates).
 
What are the character options like in this game? Do they feel distinct mechanically?
 
Black Campbell should do Broken Compass versions of all their Ubiquity pulp sourcebooks if they enjoy the game so much!
I agree with you in theory but I’m afraid it might slow down delivery of Ubiquity products and that would be a shame.
 
What are the character options like in this game? Do they feel distinct mechanically?
Essentially you choose two Tags - these are things like Action Hero, Explorer, Pilot, Thief etc. There are 18 in the core rules, but there are more in subsequent volumes. Each Tag gives you an increase in one field (things like Action, Guts, Knowledge, Wild etc) and an increase in 8 skills. Your dice pool is the sum of the field and the skill in question (everyone has at least 2 dots in each field, and one dot in each skill).

You can choose the same Tag twice - making you very competent, but in fewer areas.

On top of that you will also have three things in which you have Expertise (things like Archaeology, Lies, Pistol, Strength etc). An expertise gives you a "free" re-roll if it applies to the check in question, so it's pretty handy.

You also have a Heritage, Homeland and Workplace, which gives you are knowledge and a languages (these are not rated, they are just things you have or don't have).

You can also choose to be Young or Old. Young "protects" you from the first "bad feeling" you would otherwise get, but you have one fewer Expertise.

Old gives you an extra Expertise, but is effectively a permanent "bad feeling".

I think the characters are pretty distinct from each other.
 
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