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About trevlix

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    Akron, Ohio, United States
  1. I actually agree wih you on this and it has been keeping me from getting Wrath. I think its different from the SW books in that those are 2-3 times as thick and contain more source material than 4 scenarios. Dont get me wrong, I love ZA and I really want to get Wrath,but the price point vs material you get is killing me.
  2. That makes sense, and especially once resisitance came in (what I assume you are referring to as EotW's equiv of Soak), we saw they became more difficult to injure. I think it does make sense to give negative die to the NPC attacker (e.g. zombies) for some defensive features/actions they player is doing, and that would add a slight chance for defense. Glad I'm not the only one who thought about this.
  3. I'm not sure how it would make the fight easier? I should state that if I did that, the zombies would not gain stress from negative dice. This would just be a way to make the PCs feel like their stats mean something more than they apparently do. However, this also could have been the way I was portraying it. I do feel I wasn't running combat dangerously enough, so that may have been it as well.
  4. Wow..that was long. Overall, the game went really well. The players loved the setting, what happened, and more importantly, the system. One player even talked about it in a later game of mine he was in, and the other players were disappointed I wasn't running it again. There were a few things I know I could improve upon: Fights weren't difficult enough. This was totally on me, as I wasn't throwing enough zombies at them until the end. Hordes need to be bigger. I need to diversify encounters more. The majority were physical, but I need to add more social and mental tests too. Dice rolls don't always need negative die. For the most part I was having the players add in negative dice when it made sense, but then it became difficult to justify how they were getting stress. Next time I'll have some rolls w/o negative die and make then get 2 or more successes. I'm really liking the EotW system. Its easy to use and doesn't get in the way of the storytelling or just playing the game. One question - the players felt that during combat they weren't able to defend themselves. For example, when the zombies were attacking, the zombies would get X number of positive dice, some negative depending on the situation, and no matter how high the player's dex or vitality were it wouldn't affect it. Did I miss a rule that adds this in, or does anyone use a house rule for it? I know resistance factors into this, and we did see that, but it still feels like there is something missing. Maybe a negative die for the zombies if the PC's vitality is so high?
  5. Last week I ran a game of EotW at the Origins game convention. The setting was my home-brew take, similar to Under the Skin in the book, called Pest Control. If anyone is interested, the files are here. (I'd love any feedback) I started the game doing a shortened character creation. Players filled out their stats, added 1 positive and negative feature each, and then added any equipment they had on them. (I had to see the thing to be put on their sheet) Then I had each of them roll a d6 - the result corresponded to a characteristic on their sheet and they were allowed to bump that value up by 1. After introductions, the game began. The game started at the convention itself, with everyone playing in a game run by myself. Soon, they heard a scream in the hallway and, running out, found a woman being attacked by a maintenance worker. They battled him and ended throwing him off the edge of the overlook they were on. Soon they realized something was going on - outside they could only see a greenish fog that, when examined closer, appeared to be composed of insects. Screams could also be heard from all over. Shortly after, two more maintenance men showed up from a back storage hallway and attacked them. After a short battle, they defeated the two and found that just bashing a zombie's head in wouldn't work - doing so released insects from inside them that attacked. Realizing they couldn't just stand around, they decided to go along the back maintenance hallway to find a way out. The area they were in was actually a long hall between the two main areas of the convention, so they decided to head toward the area near the parking garage in the hopes they could get into one of their cars. The lights in the hallway were out, but the each had flashlights we had given them as swag for playing in our game. The hallway led to a maintenance room where they were able to load up on supplies (brooms, pesticides, etc.) The room had an entryway to a stairwell that they entered. Initially they checked the roof, but abandoned that idea when they realized the insects were up there as well. After traveling down two flights of stairs, they found two people lying in the stairwell, covered in a white webby cocoon. After realizing the insects caused this, the people in the cocoons woke up and attacked. They defeated them and ran to the last floor, only to hear the door at the top open and shut, footsteps following. (They had been taping shut each door except the top, in case they had to retreat.) The bottom door led to a boiler room under the convention center. They quickly shoved a heavy table in front of the door, which slowed down their pursuers a bit. However, the zombies were eventually able to get in and began to attack and attempt to infect them. They defeated one, then ran out of the room into a hallway that led into another hall in the convention center. This hallway had four doors in it - 3 of which were open, 1 which was closed and loud techno music could be heard from beyond. The three open doors looked onto chaos, with tables, chairs, and dice thrown about the rooms. Dead bodies of players could also be seen. One player looked in the closed door and found a room in total darkness, with black curtains hung up to form a maze. Looking under the curtains, they saw 3 people slowly being closed upon by a number of zombies. Without waiting, one player charged in and smacked a zombie on the back, only to hear a cry of pain followed by someone shouting "What the hell are you doing?!?" They had stumbled upon a zombie LARP. After arguing (and failing a social test), one of the LARPers ran out to get security. He was heard screaming and running back shortly after, following by 5 actual zombies. Fortunately for the players, the LARPer didn't turn down the hall toward them. The PCs ended finding themselves in the food court of the convention center, with bodies in white-webbed cocoons strewn about the area. With no other option, they begun to sneak across it until one person completely failed a dexterity roll. They knock over a sign which makes a large BANG and causes a dozen zombies to awaken and come out of their cocoon. The chase is on! The PCs make it a large set of stairs near the elevator to the parking garage, but unfortunately the elevator is taking their time. They run up the stairs, fight some zombies (wherein one made an epic kill with a knife taped to the end of a broom handle), to the second floor where they could either wait for the elevator, fighting the whole time, or dash out a cross-walk to the building across the street. The chose the cross walk. The cross walk is entirely glass and cross a main road, allowing them to see how the insects are covering everything, and anyone on the street is either being attacked by the swarm, coccooned, or a zombie. They make it across and head down another way to an office building one of the players work in (she showed me her key card). Unfortunately, part way down is a door to the street in which a person stumbles, letting in swarms of insects. They dash across and the person with the key gets her card to work, and they land in the office building and relative safety. Heading to the top office floor, they start scavenging supplies from the cubicle farm when the elevator dings. Three security guards, now zombies, head out and a battle begins. The players pervail and head to the room. (They had seen from the windows they were much higher than the swarm.) On the roof they see how the insect swarm covers the entire city, and there is no end in sight. Two days later they hear a voice on a security guard radio they swiped looking for survivors. They are picked up by a helicopter and taken to a camp where they find this begun to spread over the country, with no end in sight.
  6. Thanks for all the responses - that makes sense.
  7. Can you give an example where you would have players roll but not have to roll at least one negative die? IMO, if the players are rolling for something then there is some inherent difficulty to the task which justifies at least one negative die. If the task is so easy there is no need roll any negative, then why have them roll at all and just have them succeed?
  8. Great report! Nice to hear this experience, as I'm going to be running this at a con this summer, and am trying to figure out if I should remove the create your character part of the game. Still undecided, but your report helps me out.
  9. Any release dates for this? Looks pretty good!
  10. I see the score at the end of the game, but in the menu is a way to see scores for individual characters. However, I have not seen those scores ever updated. Are they not used yet?
  11. Did FFG release a list of stores that will have the MoM preview event? I can't seem to find any.
  12. Nice conversion of 'The Haunting'. Can't wait to try it out. Did you hard code the file paths in the board? When I tried to open it up I received an error that it could not find the file and gave the following path: D:\Boardgames\Arkham Horror\My Creations\The Haunted House\Board & Locations\FrontDoor.eonw Tyler
  13. Yes, there are other card shuffling programs out there. However, there are nonoe that I could find which would keep track of multiple decks at once. Perhaps you should genericize it a bit - it could be a boardgame card shuffling program with plugins for different games. The plugins would allow different features, such as setting the rumor card for AH. I would think that as long as you do not distribute FFG IP (text, images, etc) you should be OK. (Again I am guessing here - I have no clue.) Of course, you're the programmer so its your decision.
  14. Not complaining about FFGs decision, IMO they are totally in their rights on what they decided. However, could you release the program without the card images, including instructions on how to add your own images into it? In essence, the program is just a card shuffling program.
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