Broken Compass Rpg Pdf Work • Pro & Complete
Broken Compass eschews traditional experience points and level progression. Instead, characters advance through and Experiences —permanent consequences of very bad or very good situations they have been in. As one reviewer notes, "this is a stronger motivator for roleplay than merely seeing your stats increase". Starting characters are already highly competent, meaning any adventure can be played by any group without worrying about escalating difficulty.
In the era of remote gaming, a static PDF is often not enough. Here is how to convert the Broken Compass PDF into a working VTT module.
The core PDF runs 241 pages. Many GMs find it helpful to take their own notes on the mechanics, as the book is written "in a conversational, first person style, like a 'narrator' is talking to the reader directly". Creating a compact reference sheet of the dice mechanics, Luck system, and Feelings rules can streamline running sessions. broken compass rpg pdf work
Treat the What If PDF not as a rigid supplement but as a . Pick a genre, follow the guidelines for adjusting the Fortune System to fit that genre’s tropes, and build a custom one-shot or mini-campaign.
The differences between the core 1990s setting and the expansion eras? Share public link The core PDF runs 241 pages
| Title | Description | PDF Source | Page Count | | :--- | :--- | :--- | :--- | | | The essential core rulebook, featuring complete rules, the default 1999 setting, character creation, enemies, treasures, and a ready-to-play introductory adventure. | DriveThruRPG, All Systems Go | 241 pages | | Golden Age (Season 1) | The first expansion, moving the action to the 1920s-1930s, the classic pulp era. Perfect for playing a lad in a hat cracking a whip or exploring ancient tombs. | DriveThruRPG | 209 pages | | Jolly Roger (Season 2) | This expansion plunges you into the Golden Age of Piracy in the Caribbean, with new rules for dueling, naval battles, and gambling. | DriveThruRPG | 227 pages (Italian version shown, English available) | | Voyages Extraordinaires (Season 3) | This expansion sends your adventures to the 19th century, in the style of Jules Verne. Includes rules for extraordinary inventions, managing missions, and creating Adventurer's Clubs. | DriveThruRPG | Information missing | | What If... (Spin-off) | A toolkit supplement that provides rules and advice for modifying the Fortune System for your own custom settings, from fantasy to sci-fi and beyond. | DriveThruRPG | 225 pages |
: 17th-century pirate adventures with rules for ships and duels. Voyages Extraordinaires : Jules Verne-style Victorian explorations. containing the full Fortune System rules
Broken Compass works beautifully in a virtual tabletop (VTT) environment:
This is the main rulebook you need to play. The English PDF version clocks in at a substantial , containing the full Fortune System rules, character creation guidelines, the 1999 setting, enemies, traps, treasures, and a ready-to-play introductory episode.
Flipping back and forth through a PDF to check character abilities slows down gameplay.
, the game focuses on "Fortune" rather than raw power, emphasizing fast-paced, "fail-forward" storytelling. Core Mechanics: The Fortune System