Here are two other options, a simple one and a complex one: Or I decide that any Legionnaire who does not participate in any mission for a session has a chance to heal one dot, free (maybe a fortune roll with PROWESS to fill a 4-clock?) and clears one Stress.Either the 1-3 result on the secondary is treated just as mission failure (normal penalties, but no death/wounded and no possibility of choosing to “success with costs” as for a 4/5).Introduce in due time if necessary one of the two following houserules:.But problems of time/tiredness at the end of session, and this could come at the detriment of free play. TRY to narrate/play a bit more of the secondary, maybe as your “noodlings”.begin by following the rules s written and see how it goes….In my next Campaign as a GM I will clearly spell this out to the players in advance. Also it means that some Specialists are not played for a third or a half of the whole campaign, because sometimes you just don’t have the ressources to heal them. The players can be creative, play well, take risks, suffer and succeed, but the Campaign could stop abruptly even so. So: I personally share the feeling that this randomness takes out the agency of the players and puts the whole success of the Legion in the hands of Fate alone. But then we had two successes in secondaries, which gave us just enough ressources to make it to Skydagger… which is played… tonight! We even had to do a Rookies-only primary mission, since not even one Specialist was fit for fighting. It’s a vicious circle since deaths in a secondary will kill your morale, and then you don’t have the Campaign actions to heal the wounded and so on… Except it was worse since two (or three?) failed secondary missions in a row (in cluding one where we had “given all we got” and rolled with 3 dice…) brought our Legion to the brink of collapse, and there was a real risk that the whole Campaign would stop. We had kind of the same feeling for mostly the same reasons. ![]() But I was wondering if other people had similar experiences and suggestions on how to handle this. I’ve started noodling with alternative secondary mission structures with multiple rolls and decision points to make the deaths seem more spread out and meaningful. But I am worried about player engagement. I’m not sure these are serious balance problems mechanically they will have no trouble making it to skydagger, though they may be depleted and sad and hungry. But the single roll doesn’t prompt that much fiction. This is partly because we run reasonably short sessions and one of the last things we do is the secondary mission which is a bit rushed. The players tend to agree that a slow leakage of casualties would feel better than suddenly losing three soldiers.ģ The narrative generated by the roll is pretty bare. ![]() It takes three or four downtime actions to heal, recruit, and RnR back up to where you were. There aren’t many knobs you can turn and most of the time you have no better than 75% chance of avoiding cruhsing failure.Ģ failure is crushing. But one player in particular in three other group is finding it particularly hard, and we have narrowed it down to a few causes:ġ lack of control. One group has previous experience with torchbearer and is willing to grind through. They recognize that it’s trying to emulate the capriciousness of war and the grim helplessness of having comrades die when you aren’t around. Moreover, for the completion of one Tree, the player would be awarded and proceed with access to the next passive Tree level.Both of my groups are now feeling really frustrated by the consequences of secondary mission failure. You can only advance to the next Tree by completely finishing the previous one. The higher the level of the tree and the power of Passive Skill, the more expensive it will be to purchase it. You can earn Gold by opening Chests or purchase it from in-game store by gems.Įach tree contains a unique amount of Passive Skills you can open. Profile level up – 4 Runes for each level up.
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