Had some mixed success with MoM with my gaming group, so I have been tinkering with a couple of the rules to increase overall group satisfaction. The two most common complaints are: Difficulty level (somehow the keeper seems to easily win every game, or both sides lose) and randomness.
I have been testing out the following house rules to answer these complaints:
-At the start of their turn an investigator gets to choose between the normal 2 moves/1 action OR 2 actions. A stunned investigator still gets 1move/1action. This change is mainly to give investigators more options and a greater variety of strategies. So far this has worked well, and hasn't unbalanced the game too much. Although i haven't tried this out with Joe Diamond and the magnifying glass yet...
-Instead of adding Luck to a stat when spending a skill token, you get to roll a number of d10s equal to your Luck stat to accomplish the test, keeping the best result. This makes skill tokens more useful and feel more satisfying when you use them on a roll. Often my players will use a token only to fail with a hideously bad roll OR roll low enough to succeed anyway. Both of these result in the player feeling like they wasted their token. Or maybe there is just something more satisfying about rolling multiple dice... Oh and skill tokens work normally when used to complete puzzles.
So, thoughts? Naive attempts to get my game group to like a game i like? have you been having similar results with your group?