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Made in us
Preceptor




I've just run my first game of TtB and I have to say I love it. The card/hand management system is interesting for an RPG, and it really does feel (to me at least) like they took malifaux and adapted it for P&P. The rules are also close enough to Malifaux that porting over baddies from Malifaux to TtB is extremely simple.


What are other people's experiences/impressions/thoughts?

2000 2000 1250

Malifaux: 75 ss neverborn, 50 ss Guild.

Warmachine: 75 pts Menoth
Hordes: 65 pts trollblood


 
   
Made in ca
Fixture of Dakka





Bathing in elitist French expats fumes

The card mechanic completely turned off my gaming group, so I can't help you here, although it does feel like you can succeed on a critical task more easily if you manage your hand carefully.

For instance, we've been playing Dark Heresy, and the number of encounters we died in that the Holmeister had to save us from is ridiculous. At the beginning at least. And then by the end, nothing was powerful enough to stop us.

The progression charts seem to be a lot more reasonable in TtB, with threat levels not needing to be uber to stump a player headrush.

 GamesWorkshop wrote:
And I would have gotten away with it too, if it weren't for you meddling kids!

 
   
Made in us
Preceptor




In the 2 games that I've run so far, I've found that the challenge level is very easy to control for the fate master, even without adding additional bad guys. If your bad guys are going down too easily, even just ad hoc giving them more soul stones can seriously improve the difficulty the players will have in dealing with them. That plus the twist hand... It really makes the game easier to run than most once you are familiar with the mechanics. That plus the Malifaux flavor of the game (which my players love) mean that it's going to be a staple of our gaming cabinet for a long time to come.

2000 2000 1250

Malifaux: 75 ss neverborn, 50 ss Guild.

Warmachine: 75 pts Menoth
Hordes: 65 pts trollblood


 
   
 
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