Jump to content

Morbox

Members
  • Content Count

    2
  • Joined

  • Last visited

    Never

About Morbox

  • Rank
    Member

Contact Methods

  • AIM
    -
  • MSN
    -
  • Website URL
    -
  • ICQ
    -
  • Yahoo
    -
  • Skype
    -

Profile Information

  • Location
    Nürnberg, Bavaria, Germany
  1. I really like this discussion. Have the game brand-new and have only played the game against myself with one investigator to find out more about how the game works. It was actually quite close, but the Keeper won by one lost and actually quite easy dice roll (Story 1B, keeper was a bit slow, final objective was changed a bit to be winnable by the keeper, elder sign roll didn't work out) But until now I've read more than enough about the game being brick-hard for the investigators. My two cents as quite an experienced roleplayer and all-over game geek: The game is winnable for both and thus both sides should win not too rarely. The rest depends strongly on the group. I.e. what makes play interesting for it. I think that this question, for example, is essential: How much are the players into Lovecraft? Because doom is part of the flavour with this guy. No story ends entirely well and some spell out doom for all of mankind. At the least for the protagonist(s). If all people involved are big Lovecraft fans, I think they are quite okay with a ratio that is quite, uh, distant from a 50/50 ratio. If people still want to win once in a while you could rotate the keeper role . In Arkham Horror, for instance, we had some games where we were on a road straight to hell, but instead of quitting or saying it's boring we played on and just died in face of the odds. But if the other players (I won't say YOUR players, I think the last thing you should be in this game is a DM) do aim for a ratio that is around 50/50, you should, in my opinion, not try to go easy (that's ridiculous. If they get wind of it they might think that their victory is worthless, etc.), but you should, after two games or so, try to change some rules. I'm not experienced enough with this game, but allowing skill point use after the roll might be a quick and easy idea to make things at least a bit easier for them. My experience with other games is that sometimes you just have to do this to keep games fun. You shouldn't be afraid of it. Nobody's perfect, game designers included. Afterwards you don't have to feel like a GM who doesn't want to have his players die all the time, but you can actually feel and act like the evil overlord you should be. Most important thing of all: I think you should talk to the other people and see what can make the game enjoyable, if it wasn't so this time. If everyone expects something else from the experience, you will be hard pressed to find some middle ground, especially if you don't talk about it.
  2. Hello everyone and greetings from Germany. I live in Nuremberg and I'm a big fan so sign me up ^^.
×
×
  • Create New...