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      Upcoming Changes to the Fantasy Flight Games Forums   01/20/2017

      Hello Fantasy Flight Games forum community!   This week, we will be making some important changes to your Fantasy Flight Games community account and the way that you log into the Fantasy Flight Games community forums and web store.   We have been working hard to integrate with the rest of the Asmodee group, and we are happy to announce a unified way to access all the websites and apps made by Fantasy Flight Games, Days of Wonder, and Asmodee!   For most users, nothing will change: you will still log into the Fantasy Flight Games forums using your current login name and password. Only the login user interface will be new.   For a few users, your credentials might be slightly changed. For example, this could happen to users who have both a Fantasy Flight Games and Days of Wonder account, or in the case of conflicting login names across platforms. When these situations occur, special e-mails will be sent to those users with an easy explanation about those changes and what steps to take next. For any of you receiving those e-mails, please make sure to follow the instructions carefully.   Remember, official communications from Fantasy Flight Games or Asmodee.Net will never ask for your password.   What are the benefits for you as a player? Using a unified account to access all of our web services and apps makes your life simpler. Over time, you will see new features emerging, such as keeping all of your friends under a single account, finding friends easily in apps with online play, or developing your personal profile by adding to your board games collection. These are just some of the features that you will see during the next year, once this important technical step is complete.   Important note: The migration of the forums to our new system will take place on Tuesday, January 24th. The forums will be offline for about two hours during that time. Once the migration is complete, older forum posts may look strange for up to 24 hours as we rebuild them in our new system.   We can’t wait to connect our board game communities and build bridges between universes, game systems, players, events, groups, game clubs, and more! This is only the first step in bringing people and games closer together. For more information, read our FAQ at https://asmodee.helpshift.com/a/asmodee-net/.   Best regards,   The Fantasy Flight Games Team
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PnPgamer

Regular adventure and Compact, what's the difference?

7 posts in this topic

I'm new to BC as well, however my understanding (admittedly only on a first read through), or more accurately, my impression. Is that its merely away of arranging an adventure in conjunction with the players. BC seems to be more sand boxed focused (even more than RT) so getting the players together to come up with a Compact and decide exactly what they want to achieve and how they plan to do it puts them in the drivers seat and its the DMs job to try and accommodate, problematise and generally react to what the Warband does.

A compact is a more player driven adventure, whereas a normal adventure relies more heavily on a DM to create the adventure for the players.

 

DW

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 Compacts are a GM tool to get the players to figure out what they want to do with an adventure seed.

They go like this:

1) Players get an adventure seed (aka a hook, or a plot). They decide they want to follow that seed.

2) Player enter a compact, in which they tell the GM what their goals are. The Primary Goal, several Secondary goals they expect to have to do to accomplish the primary goal and an individual goal for each character.

3) The GM then crafts a story around the plot hook + primary goal, either creating ways to fulfill the secondary goals or ways to keep them from being fulfilled.

4) Play continues. Players are either successful or not. They earn Infamy (with bonuses) or not. They definitely earn Corruption.

5) See 1.

It's a very, very nice system from a GM standpoint.

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Everything important already said, I only like to add the following:

 

If you have an "adventure" based on the PC immediately reacting to an occuring situation (i.e: a sudden Inquisition rate, attack of a rival, an upcoming storm, sudden attack of Slavers on them/theri resources) where they had no chance of ahead planning a compact is not suiting.

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Gregorius21778 said:

Everything important already said, I only like to add the following:

 

If you have an "adventure" based on the PC immediately reacting to an occuring situation (i.e: a sudden Inquisition rate, attack of a rival, an upcoming storm, sudden attack of Slavers on them/theri resources) where they had no chance of ahead planning a compact is not suiting.

Ahh, but here's the trick. Your Players could decide to very, very quickly come to a compact accord as they're dealing with the situation. The group I'm playing in did just that with Broken Chains, and we've still got 2 Secondaries up in the air that we'll determine if and when they are needed.

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It also functions as a group binding mechanism.

By creating a compact the group are setting group goals for the group, investing them with the sense of group. The foucs is on what the group acheives, and fostering the group identity. This is a psychological trick that will hopefully increase the likleyhood of them working as said graoup, and not a buch of chaotic individuals out to kill each other.

The bane of 'villain' orientated gaming is that it can quickly turn into a kill fest with the lame excuse "but I'm a bad guy', it's what I do". My group are expereinced roleplayers that know they need to be a group, and so work together. But for a new GM with a new group it can be a simply trick to help bring the disparate parties together and into a group.

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 What my players did at the start of their heretical path to awesomeness was that they signed The Compact of Compacts, where they each promised to not lie/cheat/kill/keep secrets from/steal from each other. So every time someone decides to do something bad from the point of view of the others they almost immediately remind him of the compact. The primary goal of this compact is to "Achieve Greatness" and of course  failing to help achieve this goal wouldn't be a good thing for anyone included in it :P

After that they have formed a compact before taking on a bigger/more important undertaking. Not everything requires a compact to be made, because making one for going to the grocery store tends to bog down the playing experience, but when the players finally finish a grandscale compact it is going to be a great feeling of success.

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