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Soakman

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  1. Thank you Jake. I am torn on this issue also. Thematically, it is everyone's reality that is at stake, not simply Eunice's. But yes, if one player does not pull his weight or pass his story (or as it stands now) has significant delays, everyone is punished. I don't really see the punishment as that terrible. Again though, it may be warranted to provide a die roll for each player at least. Something like, pass a will check or loose either one sanity or one spell.

    Would this be sufficient? Or I could up the pass to balance the force of a fail, perhaps pass a will check and recieve one spell (or a clue?) for each other player. This would create a choice for the player to pick a character that can personally influence each character with her story. The spell idea might be bad, as they can then pass them all to Eunice to recycle, however.

     

    Hmm.  Lots of things to think about. 


  2. Thanks, I will think about this.  And also, thanks for the lovely encouragement.

    I used 8 as a placeholder while I'm balancing and playtesting her. Very valid point. Thematically, it makes more sense for the fail to occur if/when gates are being places, rather than terror increasing. This is the main reason I chose doom over terror. But there may be a mechanic I can figure in, in regards to gates, that would be worthwhile considering. 

    I just figured that even if she failed, at 8 doom, there really wouldn't be THAT many more turns/gates left to open before the end of the game anyway. So it wouldn't be too incredibly punishing for the players. 

    And yes, not sure if you understood the pass as intended, but it lets Eunice choose whether impossible angles discards her cast spells and replaces them or she, instead, has the choice to keep the cast spell.  This effectively allows her to pick and choose the spells that are available to her. The wording may be a little off. That also allows her to be a spell cycler for the entire group should you choose to use her that way. Possibly rotate out all of your utility spells for some magical firepower before the AO wakes up and trade them back for the final battle.


  3. Another update about the pass/fail condition: What if I changed them to these:

    Pass: Upon completion of the Task (Genealogical Research), if Anna has 5 Sanity ignore the reward on the task and place <pass> in play. If Anna has less than 5 Sanity take the reward but place <fail> in play.

    Fail:  Put 1 Sanity token on this card from the bank each time Anna fails a Horror check. If there are ever 3 Sanity tokens on this card, place <fail> in play.

     

    This way, Anna will not receive both rewards, and additionally she must have 5 sanity at the end of the last Encounter to received her pass.

    I would try your task idea, but I really simply do not think there's enough room on the card to explain it.


  4. I just recently purchased BGotW as well, and my game was full of corruptions and cult opportunities.

     

    I don't know how much it helped, but I removed all other expansion Mythos and Otherworld cards before play.

     

    Additionally (as per Julia's previous comment about custom content), I was using Angelina Everett from the custom made Lovecraft Country expansion.  She begins the game wish Endless Greed (when it activates, you are instructed to gain $4 and draw another corruption).  By the end of the game, Angelina had 9 or so corruptions including one that had her offering Cult Memberships to other players.

    She's a very fun character to play with, but perhaps a burden to your team (I haven't decided).

    Either way, I think most of the corruption related things that happened were a result of her and the smaller deck sizes.  You could always cut down the location encounter decks as well to provide more frequent opportunities to join the cult, if you'd like.


  5. I have a suggestion which isn't an entire variant, but rather a few house rules:

     

    1. If there are particular investigators that seem to be making the game easier than you want, try removing them from the selection.  Alternately, try playing a game with all 7/3 characters or 3/7 characters.

     

    2. Allow one of EACH subtype of Environment to remain in play. The environment subtype can only be removed if another of the same subtype replaces it. The stacking of multiple stat nerfs can hit you pretty hard, but it's still pretty random. This is actually how I play all of my games, as I wasn't aware that there was only supposed to be one Envrionment card in play at all times.

    The other option is just choosing and Ancient One that is harder than the ones that you normally deal with. I have a few AO's that really get under my skin.


  6. It's good to hear from the creator himself! :)  My only issue with Tara was that the way her special reads makes it seem like the allies only come into play when an encounter causes her to take sanity or stamina losses (not combat). And even then, the benefit (at most) allows one or maybe 2 extra dice for the encounter to be added after the result fails (not a complete reroll) and only if the encounter is related to the stats that the randomly drawn ally enhances.

    Just seems a tad too situational, though I love the concept. And I love that you made use of the trope.

    And while I love poetry (and prose poetry), I couldn't find the connection to the bizzarro occurences at the heart of the game. Instead of wrong-time-wrong-place, it read to me, because of the form, that Frankie had just lost his mind.

    Either way, I really enjoyed the additions. And you inspired me to begin a set of my own. So thank you.

     

    (PS I have not actually printed out all of the components or tested a game with them as of yet, but I've made fabric maps of both Lovecraft Country and another custom Expansion board. I found it to be a very easily storable solution to the issue of storing custom boards.)


  7. I just played a game with some custom characters over the weekend.  I had a chance to play Angelina Everett from the pack of 16 custom investigators found on boardgamegeek, and, boy, was she fun.

     

    I'm pretty sure we lost the game because of her, but her playstyle was really great and very innovative. She has a utility function as she starts with the Endless Greed corruption and a fair bit of cash along with the ability to invest into businesses in Arkham. It costs $3 to invest in a location, and for every 3 locations she invests in, she gains $1 on upkeep, and when she gains 6 investments, she passes her personal story.

    Everytime the doom track hits an even number, she makes a lore check and if it fails, she looses and investment. (The only issue I had here was that given enough time, it is nearly impossible to fail the PS since there are only 5-6 chances to lose investments before the ancient one awakens, and you must lose them all to fail) 

     

     

    I ended up picking up Alchemical Process along the way, and she became a money farm. But she couldn't trade any of it until after the PS was over as endless greed prevents giving away money (it aslo triggers additional corruptions).  Before she finished the PS, she had about 9 corruptions on her....

     

    And wow, she just felt like a real "character" with a personal struggle while I was playing her.  But because of all of the investment management, she didn't make a lot of progress in other areas.  She'd be more useful most likely if playing with vortex boards where she can remove their influence while investing at the same time. Portal diving with her really cuts down the chance to pass her PS.

     

     

    Either way, I had a lot of fun.


  8. That's a pretty fair and interesting idea. The only concern I have is for text room on the pass condition. But I like the idea that should you choose, you could forsake her story to complete the genealogical research task. But the biggest problem I can see is that the choice is not forced unless you discard the original task on completion of the PS task. Otherwise, you would just do the PS first, and if you had time (or if you had enough errand characters to pass it off on) complete the task afterwards.

    But that's an idea. If you pass, then the genealogical research task is lost (thematically she wouldn't really need it anymore).


  9. Advice absorbed. Lots of good observations here.

    I think we also generally have a difference in playstyles. I find turn/time management essential for winning, so very often I do not bother completing tasks unless there is already a clue there to pick up, or the task will result in being able to seal a gate etc.

    1). That being said, I have wavered on thinking her pass condition too easy as it allows a pass in 3 turn in the best case scenario.  However, if a gate opens at the graveyard, or you have to lower her speed by even 1 to attempt a sneak, the amount of turns will increase.

     

    2). Anna's sneak is really quite bad. And her speed isn't so great that you can max your sneak and still get around. This means that sneaking by monsters will likely not be a great solution to avoiding the failed horror rolls. You will have to rely on her willpower 80% of the time. Yes, her willpower is high, but her fight is pretty miserable until she can optionally use her will post personal story success.  Her spells may give her a bit of leeway here in either department.

     

    3). I think the fail condition is fine, as it is, to some degree, about managing what the board throws at you (which I prefer), over something like Monterey Jack's which you have nearly complete control over. I like the fail condition to feel like something you have to actually worry about.  

    4).  I do believe that you are right about the pass being to easy, or fast to resolve should the best case scenario occur (monsters appear in places you can avoid without adjusting your speed, and a gate does NOT open in the graveyard). I am trying to decide what would be a fair clause to add instead of the sanity clause.  I could replace it with the 5 clues concept, which I think might overall be better.  You will need more turns to acquire clues, and therfore more chances for horror checks before being able to complete.

     

    5). I really cannot think of a benefit to failing. Unless there's something about the core rule that I'm missing, I think you misread "The Paralyzing Truth" to read 'devoured' instead of 'delayed.'  The only other thought I have is that you are assuming there is a way to get Anna's stam and sanity to 1 at the same time, which I'm overlooking. The idea of occasional delays caused by combat (and possibly by encounters while passing through the otherworlds, to me, is a VERY good reason to try to not fail.

    You're right in that the obvious choice is that in order to play Anna, you should really focus on her personal story from the get-go. But, to me, sometimes the 'fun' of Arkham is dealing with the repercussions of falling prey to the very unpredictable clutches of the board.

    Besides, if you want to have the option of NOT doing the personal story, you could either play without personal stories or you could just opt to use a different investigator.

    But please do tell me if you think adding a "spend 5 clue tokens @ X location" as a pass result would make a difference to you. I think that it would, but I also don't want to make it impossible to play Anna (for fear of horror checks) before you pass a lengthy PS.  She only starts with 1 clue.

     


  10. I don't know the answer to this question, since I'm new to the forums.  I do know that many people use the investigators from the custom expansion Lovecraft Country available on boardgamegeeks. There is ALSO a set of 16 other investigators in a pack there as well.

     

    Out of these, I still find some of them imbalanced, or their stories a bit lacking. But that is my personal opinion. Out of that pack, I picked out Alexander Thorne, Angelina Everett, Freightcar Frankie, Henrietta Brooks, Josh Labotnik, Julia O'Brien, Molly Babbe, and Tara Campbell.  

    That being said, so far, I find Tara lacking. Her ability doesn't come into play often enough (though it is fun thematically), and she is awful at pretty much everything that matters until she finishes her personal story. Frankie has a pretty vague and lame story imo, while being fairly decent otherwise.

    Henrietta, Molly Babbe, and Alexander Thorne seem to work well. I haven't used the rest. Angelina looks REALLY fun, but you must have the Black Goat in the Woods expansion to even be able to use her (which I don't).

    Other than these, I haven't really found many that people consider to be standard. And these are only 'faux' standard because the passion and hard work behind them is notable. Along with the expansions found on boardgamegeek.

     

    My own personal preference suggests that nobody from other mediums (IE books, comics, tv, pop-culture) should make the list. Usually their own home will always allow them to shine in their best light, and throwing them into Arkham just seems like a waste of opportunity.


  11. Thanks, Dr. Faust. Can't wait to play-test her.

    I did have a question about environments though, if any of you can field it.  My group has always played that one of EACH environment can be in play at the same time, and the card of each sub-type in play does not get replaced until another card of that sub-type is drawn and put into play.

    Is this correct? Or is there only ever supposed to be ONE environment in play? Because this may possibly effect investigators I create in the future when designing or balancing them. 


  12. 1) I have a few of the same concerns about her story as well, but I won't know exactly until I play-test her. Her fail condition seems just as easy to fail, imo. Three failed horror checks can come about quite easily and before she finishes her task. Especially if a gate opens at the Graveyard (a location in her task). 

    One of my goals with this set of investigators is to make their personal stories more relevant, as usually there is very little incentive to go out of one's way to pass them.

    And with "Living Proof," it appears to me that "The Paralyzing Truth," while certainly something you want to avoid, will not be overly crippling. If you continue to pass horror checks, you will have enough sanity to pay the double cost. It's encountering multiple enemies in the same turn that will become a problem.

     

    2) I would argue that her 5 stamina, max of 5 willpower (plenty of characters have 5 fight), and the cost is of 1 stamina per use (which she has no way to regain) will make her into a very destructive force for a few combats...but then she'll suddenly find herself in a very dangerous situation. If her willpower is maxed to  make use of "Czarina" she will have 0 fight and 1 stamina. She will be forced to retreat to St. Mary's.

     

    3) As far as Resilience, I suppose with all the tactics related to will/fight and potentially lore (due to spells), the mechanic is there to allow the player a little more consistency for Anna. Story-wise, I see it as either her actually being Anastasia (who was raised in a very demanding fashion and climate) or as being incarcerated in an institution for 10 years, thus making her resilient.

    Let me know if any of this solves any of these issues for you. I will continued to consider them as I eventually play-test her.  Also, thanks for your feedback.


  13. Edmund has been finalized and I will add him to a new thread with my finished/playtested Investigators.

    Here is the next investigator I am working on.  I really like her as is, but I would like some feedback as well. I have not playtested her yet, so throw me your thoughts. :)
    Anna-Anderson_zps44006385.jpg

    Anna-Andersonstory_zps64a9e6cf.jpg

    Anna-Anderson-Back_zpsad9b8cc1.jpgAnna-Anderson-Front_zps42033df7.jpg


  14. Thank you for the examples, and I see what you mean about replayability.  I like most of these suggestions, though I am still stuck on what to do with his ability.

    In terms of "stealing information" thematically to represent the clue token for cutpurse, I was actually implying in the previous post that Edmund may thieve his way into the clue by finding himself suddenly in possession of a strange address on a piece of paper, or an ambiguous note about a peculiar artifact or piece of lore. Not so much that there would be an 'additional' conversation. But I always assumed clues could be tangible objects as well, not just the result of a verbal discussion.

     

    Possibly, I could cleave the ability into two separate ones. Cutpurse, which would gain money upon meeting a named character, and Eavesdrop, which perhaps could gain one clue on a single successful evade check (sneak check?) per turn. The problem there is that, then, with careful consideration, it may be possible to activate both abilities in the same turn. Cutpurse, as is, leaves the player with a choice of one over the other.
     

    Kocking off a max sanity will also help translate Edmund into a higher risk character as the horror checks alone can become quite an incentive to use the silver key, since if you fail your "evade" check you are then forced into taking damage (which Edmund only has a max of 4) and then into combat and, therefore, a horror check. I like this as it puts additional pressure on finalizing those dangerous runs through the streets.

     

    I'm at work but this has helped quite a bit.

     

    EDITED 9/9/13: I just play-tested the edited version of Edmund, and he seemed very balanced. The best thing about him is that he never has a wasted turn, because he always has something he can do (at a risk).

    Combat was still tricky enough. And his personal story pass condition (which requires only one gate trophy) is balanced by the fact that in order to finish it, you must have an event at the Silver Twilight Lodge, an unstable location. This means, that if a gate is open there, regardless of how many gate trophies you have, you must close it, or at least pass through it, to meet the pass conditions.

    I will post the updated version in a new thread for anyone interested in trying him out, but additionally, I will likely be making a few more ivestigators, which when finished and tested will be added there as well.

    I am attempting to create original characters with stories that feel at home in Arkham, as I am not a fan of bringing in characters outside of the setting (IE, comic characters, anime characters, television characters, etc).

    So if you're intersted let me know and I will likely add them to this thread for feedback and perusal. Once I have a collection of varied investigators, I will likely upload them to boardgamegeeks officially for use. Investigators in progress will likely be posted here for feedback from players and interested parties.

    Thanks!


  15. 1) I hadn't thought of the impact of 2 0's on the same track, mostly because in my head I had pegged down this character as a high risk/high reward character. But you're right in terms of there never being a reason to move his lore from 4 to 3.  I could argue that doing so is a larger risk due to his 1 focus. It would take an extra turn to get him back to even 1 luck. But, there are very few luck (0) checks, so even 1 luck isn't much use.  

    That being said, the largest reason, balancing-wise, is that due to his ability, Edmund would have the choice to risk clues to overcome luck checks. This, in my mind, would counter-balance his ability to accumulate clues so fast (should he be having many encounters with named characters, which he might not). This brings me to...

     

    Why he can gain clues from cutpurse: the majority of named characters in encounters offer valuable information or have seen/obtained artifacts from the mythos lore, which they sometimes give you instead. I wanted to add a die roll or something to make obtaining a clue token more random, but I hate overly complicated abilities.  Would this, in your opinion, be more balanced?

     

    Also, his personal story, which revolves around the silver key, encourages him to NOT use the key as an emergency escape. By failing his story, another doom is added (which could be the deciding factor that leads to an end-game battle to the death). So I didn't think the combo of stats plus key would be overly powerful. 

    That being said, I do think that there is not enough incentive to use the key and potentially fail his story due to his excellent sneak.  I will be lowering his sneak by one and upping his luck by one (for tradition's sake), but I do think forcing clue use in one particular trait roll (luck) would both be thematic and fun. Especially on a character that can obtain clues relatively easily, and on a stat that does not impede combat. 

     

    In fact, if Patrice had to do something like this, her ability might not seem over-powerful. She often gets banned from my games unless there are particularly nasty circumstances.

    2. I always found money to be less useful than random starting cards (even common ones), which is why I had chosen to start him with some cash. That, and I found it reasonable he might have some on him as he has become fairly good at thieving and panhandling. The clues were related to his background and personal story where he has come into contact with the silver key and a lodge member. Unlike some characters, it felt to me like he had a fairly solid lead.  That being said, I may lower the clues by one, and maybe also his money to give him a few more starting random possessions.

     

    3. My understanding of the Silver Key lore-wise was that it allowed the user to open/close gates, which in turn, allowed them to travel via them to other places. I thought that by finishing the personal story, Edmund would become more of a utility character by using Lure Monster (through a gate) so that others may move around the board more easily.  Additionally, his story implies that the lodge had planned on using the Key to effectively lure monsters (or the ancient one) by opening gates. Using lure monster, at the cost of having to risk sneaking by the monster in question, would allow him to use the remaining key to good advantage. I will be lowering his sneak by 1.

     

    4. Ultimately I gave him 4 health because he is a child. The 6 sanity was a balancing act.  What would you suggest? 5/5 or would you suggest to even fall in the steps of Wendy Adams and lower the total to some degree?

    5. I think, personally, that Minor is necessary as Edmund already has some pretty solid ways to gain money. I wouldn't like to see him be able to take out a bank loan on top of it.  

     

    Thanks for the suggestions.  Let me know if my logic/thoughts have any bearing on your owns, as I am still tweaking this character and really want him to be fun, but not unbalanced.  As for being pegged into a role, there are investigators that really do become pegged into a role by the nature of their stats/abilities. Any spellcaster, those that are better at closing gates, those that have high fight/will, etc.  When these guys are drawn or selected, it really does become a game of finding items that will enhance their strengths. Very balanced (mostly 5/5) characters have more leeway. But I don't really have a problem with roles. Otherwise, why bother with a cast of ~40 investigators if they can all do everything at the same level?


  16. This is my first investigator creation.  I'm still wondering about where to find good colored images for these in the style of the actual game.  Can you guys let me know what you think, and offer some feedback?  Thanks!

    Edmund-Moore-Front-Face_zpsf4cb34d7.jpg

    Edmund-Moore-Back-Face_zps9eaa420e.jpg

    And here is his personal story and pass/fail:
    Edmund-Moore_zps70e258e7.jpg

    Edmund-Moore-Front-Face-2_zps8b5c9d0a.jp

    Edmund-Moore-Back-Face-2_zps62721b63.jpg


  17. You can see a pretty extensive demo video from gencon at boardgame geeks under the video section for eldritch horror if you are really jonesing for general gameplay mechanics.

     

    If you're looking for actual thematic text on the cards, you will probably just have to wait.

     

    But from what I see from the demo, it looks pretty interesting and quite different from AH. Seems like you are more reliant on your other players for skills/skillchecks/shopping and abilities.  Many characters have abiliites that apply to other players only.

     

    For example, Jacquline Fine's ability allows her to give her clues psychically to one other player (I think once per turn).

     

    And Charlie Kane can use his influence while shopping to outfit the rest of the group.

     

    Anyway, it looks pretty good mechanic wise, I just hope it feels as epic as Arkham.  There's something about how incredibly overwhelming and daunting all the "fiddly-bits" are that make the game more thematic; it forces you to play cautiously and dwell on your choices, as there are so many small rules etc to remember (especially with expansion mechanics).

     

    Either way, it looks fun. Like I said, I hope thematically it works just as well.

     

    One thing I really like: If a character dies, his body remains on the board and if you want his items, you can visit him/her to witness their death via flavor text.  I think there is even different text based on whether he/she dies via sanity loss or health as you will visit them in either a madhouse or a hospital as they pass beyond usfuness and succumb to the horrors.


  18. I personally think that the leftover guy is Roland Banks, the Fed.  I have nothing to support this other than the fact that it's a globe-trotting game, and I can see him being relevant.

     

    But, it looks MOST like Mark Harrigan.

     

    To be honest, the art for Roland and Tony isn't that detailed. They both sort of have "guys-in-hats" syndrome. Since there is no hat, it's probably Mark Harrigan.

    Pretty sure that IS Jacqueline Fine as there aren't a lot of light-skinned brunettes in the game. So unless they did a complete overhaul on Gloria, lol, (or an adult version of Wendy Adams :P) I don't know who else it could possibly be. On second thought, I guess it COULD be Jenny Barnes in different clothing. 


  19. O_o

    I'm not sure we can say all that much at this point from the limited preview. 

    But I'm also oddly sensitive to the word Ameritrash, because...well... it has the word trash in it. The connotation just doesn't sit well with me. 
     

    I'm not sure if what you are saying here is what you "hope" it is like, or what you actually believe it is based on the previews.

    I think it looks rather complex and probably will have a dozen expansions in one way or another.

    I mean 12 characters out of some 50ish alone suggests multiple releases. And with the game focusing on Ancient One lore, I wouldn't be surprised to see other-world boards created down the road.  

    But I'm okay with that. A simple base game with dozens of complicated expansions is exactly what I enjoy.


  20.  I sent an e-mail to their customer support. I wanted to let you guys know, they confirmed that the game is still being finished and WILL be released when it is done.

     

    If you want the messages, I can provide them, but I don't think it's necesarry. Just letting you all know in case you want to avoid buying a used 1st edition without the errata fixes etc.

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