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Posts posted by subochre

  1. Thanks guys, that's unfortunate but not too surprising.  I might still get the Glaaki one (he was my first AO and I have a soft spot for him (in my brain, with a spine sticking out of it)), but tbh the idea of Arkham Horror novels seemed kind of weird to me in the first place.  There's so much really good mythos literature out there, and I don't have a particularly burning need to learn the untold story of Michael McGlen or whoever.

  2. Hi all, long time no see!  In case anyone's interested, the novels are on sale at Miniature Market (though they don't seem to have Bones of the Yopasi for some reason).

    Any of them worth reading?  I seem to recall hearing that Feeders was pretty good, but at $2 each, I might just grab them all.

  3. Welp, it's a few months later, but yeah, that's pretty accurate.  In terms of the chronology of the setting, the stories tend to be fairly ambiguous.  For example, Caprice Nisei is actually a main character in both Strange Flesh and Exodus, but there's no particular order in which they need to be read.  If you're going to read them all, you might want to put Free Fall as early as possible.  I don't love it--really, it reads very much like a game of Android, but with a lot more explanation and background detail, which makes it a good introduction.

  4. It just now occurred to me that this is something that some of y'all might be interested in.  It's yet another of those "nifty fantasy/sci-fi coin" kickstarters, but IMO the coins seem better than most such kickstarters I've seen, especially their really excellent set of mythos coins.  I'm not even sure what I'm going to use them for, only that I need them (okay one idea I have is to use the copper coins for the Deep Ones Rising Track, assuming they're a reasonable size for it).


    Anyways, sorry for the short notice, but it looks like the main advantage to getting in on the kickstarter is that it's slightly cheaper than buying through their website, so it's not a huge deal if one misses the deadline.

  5. I thought the snitch and reporter made perfect sense.  first game I ever played that required you to do leg work to get the initiative....or keep it,


    also like the car movers.....wouldn't mind some extra story decks or characters...Maybe add in some hacking mechanic to replace the conspiracy......or influence it,. 


    Yeah, the cars are really cool.  The reporter and snitch feel a little redundant, but that's the thing: while there are a few things I can see streamlining (for example, strong/normal/weak evidence, and I certainly wouldn't mind a "one week" option), that's not the sort of thing that would warrant a whole new edition.


    My gut feeling is that they probably will make a second edition, and that they'll "polish" it a little too much.  ...Which is better than abandoning it entirely, I guess :unsure: ...

  6. Yeah, just events or dark cards that specifically mention "losing" time.  If she got six bad baggage per turn, that plot would be impossible!


    (But for her plot that mentions losing money, I think the FAQ ruled that spending money does count as losing it, which seems very strange to me.)

  7. Yeah, to be honest I haven't used any of them, because from what I remember each of them had one "holy crap yes" ability (retainers for everybody, something involving allies?) and several "why would you ever do that"s.


    Still, it might make a decent tourism advertisement for players in need of a bit of a nudge. ^_^

  8. And of course there's the MU Institution from Miskatonic Horror (photo, text).  I haven't actually played it, so I don't know how useful it is--I suspect that the only thing normally worth doing is Advanced Classes, the first use of which is like an improved science building.  Of course, since they haven't already been going to the science building, maybe that won't help, but the institution should still make that whole neighborhood feel a little more special.

  9. "Activate" is sort of a misleading word.  Basically just think of an activation as an action point.  So when Lee uses his OPG to activate six vipers, what that really means is that he can do six things, distributed in any way across any number of unmanned vipers.  He can move six vipers once, or have a single viper attack six times, or launch a viper, move, attack, and move another viper two spaces and have it attack, whatever you want.

  10. Sorry for straying further off-topic, but I always assumed Rita was asian, though I seem to be in the minority (er, as it were).  Not that this matters to your point, of course.


    (Trish also seems kind of out-of-place to me, in much the same way as Lily.  edit: actually, I think it's not even necessarily her backstory so much as the fact that she looks like Emma Peel)

  11. Not really; all it means is that players A and B would be adjacent to everyone but each other, as would C and D, and E and F. 


    (Or if everyone has to be adjacent, I guess they could do some confusing portal thing.)

  12. Now that's hard to believe.  There are good reasons for the rules against saying too much (whatever that means) about what you put into a skill check--it'd be impossible for the cylons to win if you could just table-talk your way into an informal Investigative Committee for any given check--but not being allowed to talk about skill check abilities at all?  What if I've been watching the Cylons cycle through blue and I'm pretty sure that they're hoarding Establish Networks and/or Build Nuke?  Am I not allowed to say this, or to suggest, in a particular check, that someone might want to play Red Tape as a counter?  What secret information would I be giving away, exactly?

  13. "As you can see from my sheet, I don't draw those colors, but I'll help out anyway because it's Adama's crisis card."


    What I like about this example is that the player doesn't even need to say any of that stuff.  Suppose it's turn 1, so everyone knows that you can't be holding any of that check's colors.  Everyone else is saying "I can't help," "I can help a little," but on a strict interpretation of the secrecy rules, you'd be giving away overly specific information if all you said was "Yes. I can help too."  So are you just supposed to play your card, sheepishly shrug in response to the other players' questions, and hope they don't airlock you?


    Really, it's impossible to have exact standards for this.  That's why the FAQ says things like "you're allowed to mention having a skill card ability, just don't abuse it."  At what point does it cross over into abuse?  Who knows?!


    For me, it comes down to intent.  If the sole purpose of what you're saying is to reveal your card ("something tells me that blue is going to count double, wink wink"), then that's out.  But you should be allowed to encourage your teammate to do things that will help with the check, even if doing so is based on private information. 

    (Obviously this isn't an absolute or unequivocal distinction either.  Where to draw the line is ultimately up to the group, but personally, I'd have allowed it.)

  14. The first thing that comes to mind is the fact that a few components won't be usable in three player games (for example, the mutineer and cylon leaders in Daybreak).

    In general there's a lot of talk about which expansions make the game easier for one side or another, but I don't know that any of them have a particular effect on the balance for different numbers of players.  Maybe the Cylon Fleet Board in Exodus would be harder with three? (edit: and the Ionian nebula would be less prone to the swingy player eliminations that make it so unpopular, but when they do happen they'll be pretty decisive)  The execution mechanic (most prominent in Pegasus) might also have a bigger impact, but I think that might be a positive one  (I actually don't have much experience with three players, but if you have a fair number of games in which the cylon convinces one human to brig the other and then takes over, the airlock might actually be a welcome alternative.)

  15. They're all pretty Lovecraftian, and many do seem to have been loosely based on various stories (hey there, Patrice), but the ones that most stand out for me are Leo Anderson and maybe Mark Harrigan, for reasons that are hard to articulate.  Probably because the former is a stern looking old man with an anthropological bent, and the latter had a brush with something deeply horrifying that drove him mad.

  16. For what it's worth, inability to form new memories is also a kind of amnesia (anterograde amnesia).  When people talk about amnesia they most often mean the "who am I?" style of retrograde amnesia popular in soap operas and such, but yeah, there really isn't any meaningful difference between amnesia and memory loss. 


    If it helps, I think the main distinction that can be drawn between those two cards is that Amnesia is a madness and Memory Loss is an injury, so amnesia might be a matter of repressed memories due to psychological trauma, whereas memory loss is more like you got hit on the head and can't remember spells as well.

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