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Posts posted by Soakman

  1. The bit about parallel investigators in the scenario guide for read and die make it seem pretty likely we will only be getting print-and-play quality. I’m fine with that. They didn’t charge a fee for the PDFs. What I’m curious about is how often and how many of these will be coming? With no profit on them it seems like a low priority project.

    I also wonder if they’ll have time to develop once covid is not causing delays.

    The limited encounter cards may make it easier to create resource wise, but they’re going to have to be pretty clever to combine existing locations and encounters into new scenarios.

    I would expect to see Lola/Minh using Carcosa and Leo/Ursula using FA and Diana using TCU. Beyond that things get murky.

    But for class options I’m betting we’ll get Leo, Lola, and Diana.

  2. Just be sure you have the encounter sets to play (from Dunwich legacy deluxe box) before you go and get stuff printed unless you are just interested in the parallel investigator option. 

    It looks impressive as a design that does so much with so few new cards, but since Daisy is a core NotZ investigator it’s important to note Read or Die requires Dunwich legacy cards.

  3. Sister Mary + Olive will be interesting (whether she is taking her or another mystic is). Depending on the bag and deck builds, you could use Olive to weed curses out on a less important test or boost your tests a lot more effectively.

    Really enjoy the idea behind bless and curse. It seems so simple on the surface, but there's a lot of interactions to consider.

    Momentum seems like a crazy choice for Amanda's ability, making each test even easier, but you may have to commit something to the first test due to her 2 value stats. And level 2 deduction is pretty crazy...


    EDIT: Can we talk about the new Seeker 'identify' asset for a moment (Cryptic Grimoire)? You have to add 10 curses to the bag to identify it. Sure, some flip back, but think about how often you will get like 3 or 6 in the bag and then draw them and have to remove them only to spend more actions adding more to the bag on your next turn? At the very least, it will take over 3 entire turns to place enough curses in the bag... and that's if none are removed (and also if nobody else helps you put more in). 
    How powerful do you think the upgrades will be?

  4. 2 hours ago, CSerpent said:

    Just played on TTS using Preston and Diana.  A full-powered Decoy was great for Preston's first Act as Envoy.  I really liked the mood and theme, and the Role mechanic is great!

    Just a few issues:  

    I agree with Watno that there were too many enemies.  I lost because an Act enemy spawned on Diana while three Hunters were one location away, even though I'd killed four and left two evaded at the beginning.  Then another spawned to finish off Preston.  And none of them are lightweights.

    It became moot quickly, but it wasn't clear to me what happens if someone is eliminated.  Their Act stays in play, but you can't advance someone else's Act.  So how do things advance at that point?

    Diana as a blade wielder instead of a spell-caster would have been an additional problem had she lasted.

    Thanks! I tried to make it as clear in the scenario guide as I could without giving too much away, but may have bungled it and left questions unanswered. It sounds like you have it correct though. When an investigator is eliminated, their Acts stay in play. So if the investigator had finished their Act before being defeated or resigning, it still counts as meeting its objective. There are a few exceptions with a role or two where in order to pass the final objective, you must be present in general or at a specific location.

    Basically if you don't complete all the objectives, you don't get the 'best' resolution. However, if you make it to the end of the agenda deck,


    Carl is impressed by your wherewithal and his opinion is much higher than if you both are defeated or resign or a combo thereof. Carl is encouraging everyone to see their unique task is complete and pushing that at any cost, but Carl does not value the team mentality that you often need to ensure a mission is successful.

    So lasting out the remainder of the scenario while collecting victory points is a good alternative if you find that someone goes down too early (or, if you want to, you can turn tail and resign). This is meant to be a unique challenge of the scenario.

    As with the FFG scenarios, in terms of the overall campaign, not getting the BEST outcome doesn't mean you've failed or will not be able to progress. I'm hoping players enjoy the experience and are interested in replays enough to overcome the obstacles that gave them the most trouble.

    I had difficulties with the numbers of enemies too when I started playtesting this, but testers were giving me the opposite feedback, so although I did lower some enemy health during testing,  I decided to err on the side of a challenge. Current feedback is that the 2nd scenario is easier, which may not be a bad thing. But I need more playtest feedback. It's hard to walk the line between too easy for vets and too hard for new players. I'm hoping there will be a bit of both throughout the campaign. 

    With the initiation, it can also come down to encounter card draw. There are no lighweight enemies per se, but 2 health enemies are prevalent instead of 3 with the exception of hired gun. You're going to want to remove the hunters more often than evading them or they can pile up. In which case, you can back yourself into a corner and find that you are action starved until you deal with them more permanently. 

  5. Yes. No issue here unless you complete the objective. Some however immediately advance when conditions are met and others require you to spend clues. If you spend clues, as long as it doesn’t say to immediately spend them, you can also delay spending them until you are ready to advance.

  6. On 4/13/2020 at 8:51 AM, Watno said:

    We played this standalone with 4 investigators and while I was quite impressed with the story and the ideas, the scaling seemed off.

    Because we had 4 investigators, we had 4 acts, but each of them had an objective that scaled with the number of investgators itself, so we didn't need to do twice as much as two investigators would, but four times as much. It also seems like the Acts would be very punishing when playing investigators with unusual focus for their class. Killing 8 enemies would be close to impossible for Carolyn, for example.

    To me, it also seemed like there were too many enemies and the Learning Curve treachery seemed super punishing.

    Admittedly, we were playing on hard, but we also had standalone decks with xp, and we didn't come close to winning. I have a hard time seeing this being doable for four ibestigators without xp.


    I really loved the car driving around though, it seems like you can do a bunch of cool stuff with that.

    Thanks for your comments (this only just showed up on the board today even though it says it was posted on 04/13, weird)! Surprisingly, you're one of the first to tell me the scenario is not too easy! I do hear you on the scaling of the acts, but not all of the acts scale on player count, and it can also be much easier to defeat 8 enemies when there are 4 players because you don't have to do all the damage yourself (presumably there's at least 2/4 that can handle enemies to some degree).

    Carolyn actually has the option (at least in the most up-to-date version, which I think is uploaded) to take the Offering Role as well. Admittedly, she is probably the extreme case of not being suitable to the Act for the role taken based on her class, but it's still not impossible with the help of Alice Luxley. The majority of others probably won't have too many issues. 

    I've had players with 0 xp complete it with 4 investigators, but there will be some acts that you can assist other players with and some you can't. There are also acts with some roles that overlap in locations a little which makes committing to each others tests etc easier in some cases (Invoker and Occultist for instance).

    I hope you had some fun with it and am sorry if you had a negative experience (especially if it was because you had a Carolyn playing as the Expendable in 4 player, that sounds like a real challenge). I do find that the scenario becomes much easier after you've played a blind playthrough, which was one of my goals. I like scenarios that you can learn and get better at because it affords more replayability I feel.

    In some ways, the 4 vs 2 player count makes it easier to accomplish both Expendable and Envoy Acts because it ensures you will see more enemies in play. While everyone has their own Act deck in this scenario, I find that it is still best to use co-op to accomplish your goals. Sticking an Envoy and an Expendable together, for instance, can be very useful as the Envoy can evade more enemies and do minor damage while the Expendable finishes them off. 

    Again, I'm pleased as punch and appreciative that you had the time to give it a try. I just hope you don't feel like it was a complete bust.

  7. Scenario 2 of In Blackest Pits is nearly ready for playtesting. I'll be sending out files to those who playtested before. There's no obligation to test again, but wanted to put out unofficial notice here. My printer is sadly low on ink, and I'd like to run through one more test before sending anything out. 

    Hope everyone is staying safe and COVID free. It sounds like Arkham Central got a few new scenarios all at once from other creators as well, so if you're stuck at home and have some free time, I think those will also be up soon.

  8. On 4/18/2020 at 8:15 PM, Tyberius_Deangelo said:

    Hi everyone, 

    I am tinkering around with a Joe Diamond build and I am starting to come to the conclusion that investigators with low willpower and low evasion stats are at a severe disadvantage compared to those with higher stats mainly because the treachery cards have so many WP and evasion tests with nasty consequences if you fail.  But, I have also only played so far the Night of the Zealot and Dunwich campaigns.  I am not sure about Forgotten Age or Dream Eaters since I have not bought into those packs yet.  I'll be starting Path to Carcosa later this summer.  Am I wrong with my current line of thought?  Thanks for your input!

    In general I agree. But almost every faction has some tools that you can use to either help yourself take it on the chin or get around your stats. Agility and Will are generally defensive stats (unless you are a mystic or a rogue). And combat and int tend to help you combat tempo issues. So if you can push through FAST enough, you may outlive your weak defenses.

    I don't know if I'd say you are at a HUGE disadvantage, it really depends on the deck and what cycle you are playing. 

    I will say that in TCU low will can be a problem. And in TFA, agility is more valuable than usual.  Just a heads up if you are planning in jumping into either of those next.

    I have a hard time playing Joe to be honest, likely because of the same reasons. But you can deck build around some issues.

  9. I haven't used Zoey yet in Dreamlands, but I'm still in the camp that this can make her way way stronger than she is intended to be. A free emergency cache every time an enemy  engages her? If anything, I would think this would be a case of RAW vs RAI. But it's still not clear to me. It'd be nice to get clarification, but I think I'll just continue to use Zoey as if one enemy engages her. 

  10. 7 hours ago, rsdockery said:

    Zoey's quite happy with it.

    Are you implying that Zooey would get a resource for each swarm card? I'm not a rules expert, but as far as I know despite there being multiple cards, the whole stack only counts as one engagement (ie, they engage as a single entity) so Zoey would only get 1 resource.

  11. 2 hours ago, Eldan985 said:

    One of my first upgrades as Luke was Storm of Spirits 2. In general, you want some area damage on this campaign.

    I just played a Luke with Storm of Spirits 3 and Dayana Esperance. That investigator is just so powerful with a gate box and the right events. I somehow pulled 3 elder signs and ended up with more charges than I knew what to do with. But yes, hitting swarming enemies is so satisfying with area damage. Guardians with grenades would also probably quite happy.

  12. That's awesome. I'm glad to hear it's also challenging in some cases. It can definitely be a risk separating. What better way to find clues relating to murky depths than to assess why your thoughts are so clouded? I love it. Thanks for sharing a report of the play. I haven't tried it TCU adjacent, but it sounds like it could be a fun pit stop. Clever insertion there on your part too.

    There's no rush for the art, but I would love to see what you've uncovered. Some of it may be things that I've seen, but it is one of the more time-consuming parts of the process, so if I find anything I would be well pleased. Thank you for the time on your part as well. You've been a fantastic help. I plan to play scenario 2 a few more times in its current state before assessing whether or not to seek out testers yet. I'm on the fence about a few elements, but I want it to be a positive experience even in testing stages.

  13. 2 hours ago, Mimi61 said:

    We are playing Ursula and Dexter (we bought Dexter‘s Novella and would’ve had him by now, so printed him out for the time being). Our Chaos bag is a little tougher from the get go, because we have cultists in it. We took your suggestion of starting with Imposter Syndrome in our threat areas. The Roles are The Occultist and The Invoker. 
    We are just getting ready to start, so will update this when we are done. 
    And I found some art, but haven’t been able to figure out how to upload it. 

    Oh wow, excellent. I'm so intrigued by Dexter and Ursula should be well-equipped for The Initiation. Hope you guys have oodles of fun. 🙂 There's quite a bit of synergy between those two roles as well. You'll either be able to assist each other pretty handily or you'll be in each other's hair a lot with Imposter syndrome.

    If you even have a link to where the source image is, you can just send me a link to the art. Other good fileshare options include dropbox or googleshare.

  14. 9 hours ago, Mimi61 said:

    We decided it would be perfect to plug into Circle Undone right after the opening scenarios. So we have “joined the lodge” and tomorrow we will be initiated!!

     The only thing is that we have some XP, so any thoughts as to how to make it a little tougher? We can play on expert, but our chaos bag is built for TCU. 

    That does sound fun! Just curious which investigators/roles you are? Without changing the chaos bag, I'm not really sure what would qualify for an easy difficulty spike. You could start with a couple of doom on the first Agenda, or depending on the investigators and how much it would matter, you could start with Imposter Syndrome in your threat areas (seems like it could be appropriate for the situation).

    I also, at one point while testing, had the bootleggers with 3 health and lowered that down to 2. Going from enemies with 2 health to 3 health makes a significant impact. But it's going to depend on how you're built as far as how much of a difficulty spike that would be. It will usually at least cost an extra action per turn if you're not evading them. And the bootleggers can be dangerous to leave unattended for long. An inconvenient Beep Beep later in the scenario may have them spouting clues somewhere you really don't want them to.

  15. Thanks guys for the comments!

    @Iuchi Toshimo Yes, playtesting for solo is pretty challenging. I absolutely respect the desire to true solo, but I can completely understand the difficulty of design balance respecting all player counts now. Things get particularly crazy with multiple Act Decks and non-traditional mechanics that fall outside of the 'hoover clues, spend them, repeat' scenario pathing. I know 'Where the Gods Dwell' has some issues solo too. I hadn't considered a solo player getting through quite so quickly when I wrote that Act flavor.

    Glad you had fun! And enough that you may revisit it with friends.


    In this particular situation, I suppose what your investigator thinks versus what the Sheldon Gang thinks may not coincide, hah! That's a very fair point. I could touch up the flavor text here a bit and probably fix the thematic disconnect. Time will tell. As long as there's no game-stopping bugs, I'll probably try to upload the most polished I have for each scenario after playtests, and then maybe go back and tweak them for things that people bring to my attention once the cycle is complete. I'm hoping for 5-6 scenarios, which I know will take some time. But I'd like to keep working forward in the interest of having a complete cycle.

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