Great video, you hit the right points. Regarding the VTT support you’re right, but you need to know that the game is to unknown in the wide mass, we only could get a few DEVs, who do not know BC, to build a minimum version for to be able to play in Foundry. There was no interest from 2LM, no money and no DEV was to be found playing BC. So it’s the best we could get and we’re happy to have the basic functionality, which works well.
Totally understand that tough situation, and your work is appreciated! Hopefully the game picks up steam and you get some help from 2LM and CMON in the near future.
If D&D 5E was your introduction to roleplaying, then Advantage/Disadvantage means rolling an extra die. For the rest of us, and those who don't play D&D 5E, they're just words and don't automatically mean anything mechanical. WoTC doesn't own the terms and telling other companies to surrender them to WotC is just dumb. Don't believe or give in to their hype.
I think I could have been more clear that in 5E the rule is "roll an extra die, use the best". In Broken Compass, it's "roll an extra die" - full stop. That little difference caused a lot of my players (many familiar with only 5E) a small but material amount of confusion.
Yeah, I didn’t like that gripe either. Also, you can’t copyright or “own” a common use word. This guy lost me when complained about Advantage and Disadvantage and then incorrectly explained how they work -kind of.
Epic review! So glad to see it reprinted! As a rookie in ttrpg,I d be really excited if you can recommend some rpgs that in theme like this but more Long term storyline or something that suspense.
Fun review with great production values and special effects. Thanks! From what you said about advancement and what I read of the rules (though I could be mistaken), it sounds like advancement might have come faster than expected in the games you played? I thought advancement shouldn't happen every session or every other session. That said, I could be misremembering. I only ever played a one shot which didn't involve that mechanic. This is such a high octane game that I would only really want to play it face to face maximise the energy at the table. But I can see how VTT support matters these days. I do love the fact that Broken Compass is all about playing big damn heroes who do cool things and fail forward, like in all fun adventure movies. I haven't found another game that captures that spirit as well. One downside: it's relatively unknown and unavailable for physical purchase. That limits the ability to bring this gem to the table. I want to try and run it as a club or convention one shot though. Players should have a blast.
Thank you! Maybe a better way of putting it is that the players who love RPGs for character advancement may be disappointed by the simplicity of it. But I agree it is a blast with people at the table! I'm hoping that CMON brings this one back in print in a big way soon.
Great review!, I really want to learn about the system. A little comment, you say that Advantage is used in Broken Compass to mean "add a bonus die", and you mention that you dont like the terminology because D&D use it to mean "a reroll". But, if you are talking about 5e, that is exactly how advantage work, you roll 2 dice (so "adding a dice") and take the highest (or lowest if disadvantage), I have seen players that do it more for a "reroll" as you said, and maybe that is where your confusion comes from, but RAW, its "adding a dice". I am just discovering your channel and really like the diversity of reviews, will follow closely!
Yes you are right - I think the confusion comes that in 5E advantage means “roll two dice, keep the best” while in Broken Compass it just means “add an extra die to your roll” - technically they are both “adding a die” but in practice I find it confuses players because there’s no “keep the best” part of Broken Compass. Not a huge deal, but I’ve seen it trip players up. But glad you are enjoying the channel, welcome!
I suspect the skills are broad where the game doesn't care too much and specific where it does. How often do you need to roll to know stuff in an action adventure game? Indie is a really knowledgeable guy; but that knowledge mostly only works to help him get *to* a conflict, rarely *through* a conflict.
True, but Broken Compass extends to more than just 1930s Indiana Jones pulp, and making a "Man of Science" type character becomes hard when there's no explicit skill that covers that kind of knowledge. Think Sam Neill or Laura Dern in Jurassic Park, or Captain Nemo, or a Bruce Banner/Reed Richards type.
@1ShotJC Hmm... It's still an action game though, right? The game's crunch is focused on that? I mostly remember the Jurrassic Park people running from dinosaurs and scaling maybe-electrified fences. Is there a point in the movie where you would imagine Sam Niel's Man of Science status would demand the mechanical weight of the resolution system? It's an honest question; you're more familiar with the game for sure. I'm not as familiar with the comics referenced either. I tend to think of comic book scientists as having their scientific ability getting them into trouble rather than getting out of it... Hmm... I guess Peter Parker tends to use his know-how to come up with a plan to shut down a doomsday device every now and then, but that's back to, "Being smart lets him get to the action." Hmm... Sorry if I'm being difficult! 😅 I'm just trying to puzzle it out.
@@MrSilvUr no worries, no difficulty perceived! How about the moment they realize that t-rexes can only see movement? Or when Ned had no clue a dilophosaurus could spit paralytic venom. at him. Those would be a classic "roll science" moment.I think my main issue is that if a player asks "what do I know about this dinosaur?" the only real options are Cultures or Tech, which don't make sense. While if the archaeologist asks "what do I know about hieroglyphs?" there's a very clear answer.
" I think it could've been really cool if you had a light system where the GM can use coins to do things like save the villain from certain death or add a new complication to the scene." You should have a look at "Don't rest your head.", which has a system like that in it and is also pretty rules light. Certain test outcomes can give the players tokens they can use to heal up or improve their rolls, but if they use them, the GM gets those tokens that they can then use to add difficulties or change the flavor of a test's outcome. The system also has one of the more unique dice rules I've seen in my system collection so far.
I’ll take a look! I’ve definitely seen systems be more creative with this mechanic, eg the 2D20 system, but the good news is that I think Broken Compass is super easy to hack.
Thank you! Savage Worlds... I've played it way more than I've GM'd it. With the right GM who really knows the system, it's great (especially for pulp action). But I've also been in sessions where it's been slower paced and more byzantine than I like. I think it tries and succeeds at sitting in an unusual middleground between really rules light games (like Broken Compass or D6) and crunchier games that offer more customization (like GURPS). Personally, I find these middleground games tough for my brain because I want to veer in one direction or the other, but I give it credit for what it does and all the ongoing support it gets.
For myself I absolutely love Savage Worlds and it’s great for this kind of adventures too. But I find, these games are not in conflict to each other, as BC is even far more narrative designed, and easier, quicker.
Hey, from what you say you like I can imagine you would really love Monster of the Week. It´s a Powered by the Apocalypse game which is based on the idea of playing a group of Monster Hunter in a World that is somewhere between Supernatural and X-Files. It´s one of my favorite games of all time and I can´t recommend this enaugh to everyone.
Just dropped an Outgunned review this morning and have a comparison video between the two games dropping tomorrow! ruclips.net/video/CmE_FiYS2FI/видео.htmlsi=3LC-4_Yz_dZYizYV
Loving your work. It’s criminal you don’t have more subs. Please keep these coming!
Great video, you hit the right points. Regarding the VTT support you’re right, but you need to know that the game is to unknown in the wide mass, we only could get a few DEVs, who do not know BC, to build a minimum version for to be able to play in Foundry. There was no interest from 2LM, no money and no DEV was to be found playing BC. So it’s the best we could get and we’re happy to have the basic functionality, which works well.
Totally understand that tough situation, and your work is appreciated! Hopefully the game picks up steam and you get some help from 2LM and CMON in the near future.
If D&D 5E was your introduction to roleplaying, then Advantage/Disadvantage means rolling an extra die. For the rest of us, and those who don't play D&D 5E, they're just words and don't automatically mean anything mechanical. WoTC doesn't own the terms and telling other companies to surrender them to WotC is just dumb. Don't believe or give in to their hype.
I think I could have been more clear that in 5E the rule is "roll an extra die, use the best". In Broken Compass, it's "roll an extra die" - full stop. That little difference caused a lot of my players (many familiar with only 5E) a small but material amount of confusion.
Yeah, I didn’t like that gripe either. Also, you can’t copyright or “own” a common use word. This guy lost me when complained about Advantage and Disadvantage and then incorrectly explained how they work -kind of.
Epic review! So glad to see it reprinted! As a rookie in ttrpg,I d be really excited if you can recommend some rpgs that in theme like this but more Long term storyline or something that suspense.
I'll very appreciate that! ! !
The old White Wolf Adventure! game did a nice job capturing pulp action. So does Savage Worlds, although that's quite a bit crunchier rules-wise.
Fun review with great production values and special effects. Thanks!
From what you said about advancement and what I read of the rules (though I could be mistaken), it sounds like advancement might have come faster than expected in the games you played? I thought advancement shouldn't happen every session or every other session. That said, I could be misremembering. I only ever played a one shot which didn't involve that mechanic.
This is such a high octane game that I would only really want to play it face to face maximise the energy at the table. But I can see how VTT support matters these days.
I do love the fact that Broken Compass is all about playing big damn heroes who do cool things and fail forward, like in all fun adventure movies. I haven't found another game that captures that spirit as well. One downside: it's relatively unknown and unavailable for physical purchase. That limits the ability to bring this gem to the table. I want to try and run it as a club or convention one shot though. Players should have a blast.
Thank you! Maybe a better way of putting it is that the players who love RPGs for character advancement may be disappointed by the simplicity of it. But I agree it is a blast with people at the table! I'm hoping that CMON brings this one back in print in a big way soon.
@@1ShotJC Yep. That makes sense to me.
Great review!, I really want to learn about the system.
A little comment, you say that Advantage is used in Broken Compass to mean "add a bonus die", and you mention that you dont like the terminology because D&D use it to mean "a reroll".
But, if you are talking about 5e, that is exactly how advantage work, you roll 2 dice (so "adding a dice") and take the highest (or lowest if disadvantage), I have seen players that do it more for a "reroll" as you said, and maybe that is where your confusion comes from, but RAW, its "adding a dice".
I am just discovering your channel and really like the diversity of reviews, will follow closely!
Yes you are right - I think the confusion comes that in 5E advantage means “roll two dice, keep the best” while in Broken Compass it just means “add an extra die to your roll” - technically they are both “adding a die” but in practice I find it confuses players because there’s no “keep the best” part of Broken Compass. Not a huge deal, but I’ve seen it trip players up. But glad you are enjoying the channel, welcome!
Thank so much for making this! I had no idea how to play until now, I hope to one day find a group to play with!
This was a fantastic review, thanks JC. I was thinking of buying this system and am definitely going to now I understand it better.
Awesome thanks! Hopefully copies come back into print soon!
I suspect the skills are broad where the game doesn't care too much and specific where it does. How often do you need to roll to know stuff in an action adventure game? Indie is a really knowledgeable guy; but that knowledge mostly only works to help him get *to* a conflict, rarely *through* a conflict.
True, but Broken Compass extends to more than just 1930s Indiana Jones pulp, and making a "Man of Science" type character becomes hard when there's no explicit skill that covers that kind of knowledge. Think Sam Neill or Laura Dern in Jurassic Park, or Captain Nemo, or a Bruce Banner/Reed Richards type.
@1ShotJC Hmm... It's still an action game though, right? The game's crunch is focused on that? I mostly remember the Jurrassic Park people running from dinosaurs and scaling maybe-electrified fences. Is there a point in the movie where you would imagine Sam Niel's Man of Science status would demand the mechanical weight of the resolution system? It's an honest question; you're more familiar with the game for sure.
I'm not as familiar with the comics referenced either. I tend to think of comic book scientists as having their scientific ability getting them into trouble rather than getting out of it... Hmm... I guess Peter Parker tends to use his know-how to come up with a plan to shut down a doomsday device every now and then, but that's back to, "Being smart lets him get to the action." Hmm...
Sorry if I'm being difficult! 😅 I'm just trying to puzzle it out.
@@MrSilvUr no worries, no difficulty perceived! How about the moment they realize that t-rexes can only see movement? Or when Ned had no clue a dilophosaurus could spit paralytic venom. at him. Those would be a classic "roll science" moment.I think my main issue is that if a player asks "what do I know about this dinosaur?" the only real options are Cultures or Tech, which don't make sense. While if the archaeologist asks "what do I know about hieroglyphs?" there's a very clear answer.
Just found your channel. I’m a fan of your style.
Thank you!
great review, good coverage of pros and cons and a good bottom line about what type of adventure game this does well or should try another system.
" I think it could've been really cool if you had a light system where the GM can use coins to do things like save the villain from certain death or add a new complication to the scene."
You should have a look at "Don't rest your head.", which has a system like that in it and is also pretty rules light. Certain test outcomes can give the players tokens they can use to heal up or improve their rolls, but if they use them, the GM gets those tokens that they can then use to add difficulties or change the flavor of a test's outcome.
The system also has one of the more unique dice rules I've seen in my system collection so far.
I’ll take a look! I’ve definitely seen systems be more creative with this mechanic, eg the 2D20 system, but the good news is that I think Broken Compass is super easy to hack.
I was wondering what are your thoughts about Savage Worlds, for me it's great to run pulp adventures. Great review! ❤️
Thank you! Savage Worlds... I've played it way more than I've GM'd it. With the right GM who really knows the system, it's great (especially for pulp action). But I've also been in sessions where it's been slower paced and more byzantine than I like. I think it tries and succeeds at sitting in an unusual middleground between really rules light games (like Broken Compass or D6) and crunchier games that offer more customization (like GURPS). Personally, I find these middleground games tough for my brain because I want to veer in one direction or the other, but I give it credit for what it does and all the ongoing support it gets.
For myself I absolutely love Savage Worlds and it’s great for this kind of adventures too. But I find, these games are not in conflict to each other, as BC is even far more narrative designed, and easier, quicker.
Sounds like a great system for pulp one or two shots
It is definitely perfect for that. You can explain it to your friends in under 5 minutes.
Wow that does sound fun. I like the coin system.
It is! My players are constantly itching to spend them on the gambler’s hope they won’t lose them.
Really great video. Nice, balanced review!
Hey, from what you say you like I can imagine you would really love Monster of the Week. It´s a Powered by the Apocalypse game which is based on the idea of playing a group of Monster Hunter in a World that is somewhere between Supernatural and X-Files. It´s one of my favorite games of all time and I can´t recommend this enaugh to everyone.
I do need to check this game out. I haven’t really experimented with PbtA, but this might be the one that causes me to do so.
Are you ever going to cover Outgunned?
Just dropped an Outgunned review this morning and have a comparison video between the two games dropping tomorrow! ruclips.net/video/CmE_FiYS2FI/видео.htmlsi=3LC-4_Yz_dZYizYV
Excellent comparison with the West End Star Wars system
I wonder... do you know the Cogent roleplay system? I would be interested to hear your opinion on that one.
Not really - I’m only vaguely familiar with it as a dice pool system. But I’ll check it out!