As my projects seem to take an age with pondering, tweaking, repondering, retweaking, mulling over, scrapping and starting again, I figured I would solicit some opinion about a couple of issues I have.
I have revised the template that I intend to add to Strange Eons for adjusting/translating Special Abilities, or Endings or other uses and have hit a small problem with design when applied to the Mephisto Characters.
Although the characters from Mephisto magazine may not have been the most balanced or well-suited to the Revised 4th Edition, I still think they have a valid part to play in the game and, as I have said previously, I would prefer for them to be used more or less as intended. Any adjustments that change them into something else, should be avoided in my opinion and should be reserved for "new" characters rather than being rehashes.
That said, there is possibly one exception that you will see below. So, enough rambling, here is the problem…
Most of the cards, like the Apprentice Mage above work out fine, with the artwork and title on the back, and abilities and starting information on the front. The font can go to "full size" and is nice and legible.
One of the cards, featuring artwork and title on the back, and the special abilities and starting information on the front. Most of the cards work out pretty well, but four of them are a bit "wordy" and one is just a bit… strange.
The Gambler - this and the next three cards look okay, but the highlighted abilities could use a rewrite to save a line or two and enable the use of larger fonts. I would prefer them to be in line with the intentions for the characters.
The troublesome one - The Devil's Minion! As you can see, it requires the use of a very small font to get all of this one the card, and although I undertand all of the entries here, I would like to possibly remove some of them that do not really offer much to the character.
Ability 1 is fine, as is Ability 2.
Ability 3 is of rather limited appeal as it only effects 3 of around 1000 cards. I realise it is probably only intended for when the base game is in use, so think this should stay.
Ability 4 is quite thematic, but I am not sure of the Cursed Glade connection as that space is not inherently evil.
Again, Ability 5 is thematic, but a bit pointless. It harks back to the list of undesirables in the City expansion and expands upon it, but effectively limits use of these spaces to "miss a turn", which is a rather dreary outcome.
Ability 6 is fine, though probably best served if it is used to affect all Weapons and Armour in battle, leaving him free for all sorts of mayhem in Psychic Combat.
As always, thoughts are most welcome!