Once the game is out and in the stores weāll be doing some tutorials no doubt.
We did have Jason Durrall running the game on our twitch stream as part of ModCon but that looks to be down at the moment. I suspect weāll have that up again soon and possibly on our youtube channel.
As to running Desertfall, Iām happy to answer more specific questions so I can see where you are having trouble. We should also have a thread for conflict related questions as thats the big rules section.
From my experience there seem to be two main sticking points in Desertfall so Iāll take a look at those and see if that helps.
The first is the opening conflict with the water bandits. Not because its a complex combat but simply because its the first one.
The first things to remember are that making a successful attack will drop one of the bandits. They lose a test, they are out. They are mooks after all. The same goes for PCs but they have the option to āresist defeatā to get a second chance if things go to quickly. So you donāt need to worry about hit points or the like. Lose a test, you are out. But out need not mean dead, just out of the conflict.
So the trick is, when do you make that test? That comes down to moving assets, and in this case as its a skirmish moving the weapon a character is holding, usually moves the character too for the most part.
For the bandit fight, break the area up into zones depending on how much tactical combat you like. You might have just 2 zones for each half of the alley or as many as ten zones detailing different areas and environments (by a bin that provides cover, near the stairs to a roof etc). You can even do it as one zone and just have any assets either in play or not.
Each turn you have two options effectively - move an asset or use an asset. If an asset is in the same zone as a target, you can use it and try to take them down. If not, move it by one zone until it is. Different options to move will give you a few other possibilities.
The other sticking point seems to be interviewing the servants. Iāve noticed people seem to make this a lot more complex than it needs to be.
What your characters can do is take each servant into a room and grill them police style, but thats not the best plan. The idea is that they tell the GM who they might be following or focusing on and engage them in conversation as they go about their day in a non-confrontational manner.
If you really want to go crazy you might treat each interview as a separate conflict, but that requires stats for each servant and a lot of dice rolling.
The adventure offers a much simpler solution, just make a test for the whole interview and use momentum gained to āobtain informationā. The test will usually be communicate but depending how players engage the servants they might find a way to use another skill.
The difficulty of the roll would be a 0 if they are non-confrontational about it, and each momentum gained lets the players ask the GM a question about what they learn from the interview. If they are more confrontational the difficulty should be higher as the servant clams up under duress.
Depending on what they learn the PCs can then focus on other servants or maybe come back to give the same one a grilling later if they think they know more. Eventually they will uncover the various misdoings of the servants and get led to the agents. The agents themselves will be tougher opposition, but much the same applies.
Hopefully thats useful, happy to answer more.