How to Run a Through the Breach Campaign: Fatemaster Tips
By Wyrd Games Official Store | Tabletop Games & Miniatures | Published: 2026-09-15
Category: Handleidingen
Learn how to run a Through the Breach campaign with practical Fatemaster tips for session prep, storytelling, and keeping your players engaged.
Quick answer
Start with a short session zero, prep only the next session's opening scene and two likely branches, and let player choices drive the story. Keep the rules light during play, lean on the deck for twists, and use a consistent recap to maintain momentum. If you can prep in 30 minutes and still improvise confidently, you are ready.
Running a Through the Breach campaign is less about memorizing every rule and more about creating a world that reacts to your players. As Fatemaster, you set the stage, portray the NPCs, and decide when to call for a flip. The system rewards preparation that is flexible, not exhaustive.
This guide walks through an ordered process for building and running a campaign, from session zero to long-term arcs. Each step includes a common mistake to avoid and a checkpoint to confirm you are ready to move on. Whether you are new to the Fatemaster role or returning after a break, these habits will keep your table moving.
Step 1: Run a focused session zero
Session zero is where you and your players agree on tone, boundaries, and the shape of the campaign. Ask each player what kind of story they want their character to experience, and share the premise you have in mind. This is also the time to create characters together, which in Through the Breach means making choices about professions and Pursuits that will define their abilities.
Keep session zero to two or three hours and end with a clear next step. A common mistake is trying to build the entire campaign world in one sitting. You only need enough detail to start play: a starting location, a few NPCs, and a reason for the characters to act. Checkpoint: every player can state their character's immediate goal and one connection to another character.
- Use a shared document or index cards to record NPC names and player goals.
- Ask each player to name one thing they want to see and one thing they want to avoid.
Step 2: Prep situations, not plots
A situation is a set of circumstances that will change based on what the players do. Instead of scripting a sequence of scenes, write down three or four active forces: an NPC with a plan, a looming threat, a resource the players need, and a ticking clock. This approach makes your prep reusable even if the players ignore your expected path.
For each situation, note what happens if the players do nothing. That consequence becomes the pressure that drives the story forward. A common mistake is over-preparing dialogue or outcomes. You only need to know what the NPC wants and what they will do next. Checkpoint: you can describe the current situation in two sentences and name one way it could escalate.
- Write each situation on a single index card for quick reference during play.
- Review your cards after each session and update them based on player actions.
Step 3: Prepare a session opening and two branches
For each session, prepare only the opening scene and two likely directions the players might take. The opening scene should re-establish the current situation and give the players an immediate decision. The two branches are not scripts; they are loose outlines of what might happen if the players pursue a particular goal.
This level of prep takes about thirty minutes and leaves plenty of room to improvise. A common mistake is preparing too many branches, which wastes time and can make you reluctant to let the players go off-script. Checkpoint: you have one opening scene, two branch outlines, and a list of three NPC names you can use if the players go elsewhere.
- Keep a list of random names and locations to improvise quickly.
- If you prep more than two branches, save the extras for future sessions.
Step 4: Use the deck to introduce twists
The deck is a powerful tool for adding uncertainty and surprise. When a player flips for an action, the suit and value can inspire complications or opportunities beyond simple success or failure. You can also flip a card when you need a quick decision about an NPC's reaction or a sudden event.
A common mistake is treating every flip as a binary pass or fail. Instead, look at the suit to determine the flavor of the outcome: a high value with a ram might mean a forceful success, while a low value with a crow could introduce a grim twist. Checkpoint: after a session, ask yourself if the deck produced at least one memorable moment that you would not have planned.
- Keep a cheat sheet of suit meanings for quick reference.
- Let players describe the twist when they flip the card themselves.
Step 5: Build and maintain a campaign arc
A campaign arc is the broad story that connects your sessions. It does not need to be fully mapped out; instead, identify the major factions, the central conflict, and the stakes. After each session, ask what changed in the world and how that affects the arc. This keeps the campaign coherent without forcing a predetermined ending.
A common mistake is planning the final showdown too early. Leave room for the players to reshape the conflict. Checkpoint: you can describe the current arc in one paragraph and name one way the players have already influenced it.
- Use a timeline or flowchart to track major events and NPC goals.
- Ask players for feedback after each arc to ensure the story remains engaging.
Step 6: Handle rules questions and keep play moving
Through the Breach has its share of rules, but you do not need to pause the game for every question. Make a ruling that feels fair, note it down, and look up the exact rule after the session. This keeps the momentum going and shows your players that you value their time. If a rules debate arises, give it a one-minute limit before you make a call.
A common mistake is letting a rules discussion derail the session. Remember that the Fatemaster's role is to keep the story moving. Checkpoint: after a session, review any rulings you made and decide if you want to formalize them as house rules.
- Keep a notebook for rules questions and rulings.
- Announce at the start that you will make quick rulings to preserve pacing.
Step 7: End sessions with a recap and a hook
Spend the last five minutes of each session summarizing what happened and asking each player what their character wants to do next. This gives you clear direction for the next session and ensures everyone feels heard. End with a hook: a new threat, a mysterious clue, or a decision that must be made.
A common mistake is ending abruptly without closure. A short recap helps players remember key details and builds anticipation. Checkpoint: every player can state one goal for the next session, and you have a clear idea of what to prepare.
- Write the recap in a shared chat or document for reference.
- Use the hook to tie into one of your prepared situations.
Your session prep checklist
- Review previous session notes: Read your recap and any unresolved player goals. Update your situation cards to reflect what changed. Checkpoint: you can summarize the current state in two sentences.
- Prepare the opening scene: Write a one-paragraph description that re-establishes the immediate situation and presents a decision. Checkpoint: the opening gives players a clear reason to act.
- Outline two likely branches: For each branch, note the key NPC, location, and potential consequence. Keep each to three bullet points. Checkpoint: you are comfortable improvising if players choose a third option.
- Gather NPC names and stats: List three NPCs the players might meet, with one goal and one quirk each. Note any relevant stats. Checkpoint: you can portray each NPC without hesitation.
- Set up the deck and props: Have your Fate Deck, tokens, and any miniatures or maps ready. Shuffle the deck and clear the table. Checkpoint: everything you need is within arm's reach.
- Plan a strong ending hook: Decide on a closing image, a new threat, or a cliffhanger that will make players eager for the next session. Checkpoint: the hook connects to one of your prepared situations.
Useful products for your campaign
- Malifaux Third Edition: Untold Tales: Damian Ravencroft, Miya Murakami, and Linh Ly return as keepers and tellers of dangerous stories. Witness and Red Library crews gain truths the page could not contain. Faction: Arcanists, Ten Thunders. Keywords: Witness, Red Library. Contents: Damian Ravencroft, Unbound; Miya Murikami; Linh Ly, Storyteller. Miniatures are 32mm heroic scale, supplied unpainted in high-quality plastic, and require preparation and assembly. These miniatures can represent key NPCs or player characters in your Through the Breach campaign, adding visual depth to your storytelling.
- Malifaux Fourth Edition: Resurrectionist Faction Book: Necromancers, grave robbers, fleshcrafters, and horrors beyond reason, the Resurrectionists bend death into a weapon and make the fallen serve once more. The Resurrectionists Faction Book brings the entire faction together in one comprehensive Fourth Edition reference. Inside this book: Full stat and Upgrade card presentation for every Fourth Edition Resurrectionist model, Updated... This book provides rich lore and character inspiration for creating antagonists or morally complex factions in your campaign.
Running a Through the Breach campaign is a rewarding experience when you focus on flexible prep and player-driven storytelling. Use these steps to build a rhythm that works for your group, and remember that the best moments often come from the unexpected. With a little preparation and a willingness to improvise, you will create a campaign your players will remember.



