Jump to content

efrim black

  • Content Count

  • Joined

  • Last visited


About efrim black

  • Rank

Contact Methods

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

Profile Information

  • Location
    Moscow, Idaho, United States
  1. No Julia we can't. I didn't know that this counted as a fan creation because it isn't a single isolated scenario or game, but you are right in that one respect. I mainly shared this here for others looking for a new way to play it. I'll post in that board once we've finished the campaign. We have about 11 games left. When I do post there, I will post far more specific descriptions of how the mechanics work so that you aren't as confused. This will keep any further exchanges between us from devolving to the point they have here.
  2. @ Julia I'm trying to help you see the point, It is clear you are not understanding how the other campaign mechanics interact over the course of twenty games or so. Also, I've played those scenarios, and I am pulling my hair out a little trying to make you understand that this is not a single game, it's 24 games, where EVERYTHING carries over. To avoid simply repeating my original post I'll just remind you that you can't meta-pick Investigators. They are dripped in at a general curve, but Roland for example entered the campaign in game 3. Not to mention that he is now insane and covered in about 9 corruption cards and probably not going to survive the next game. Mandy is dead (along with George and Daisy when Shudde M'ell destroyed the library) and there is no gurantee that Patrice and Wendy will ever exist in the same game. Also, the speed with which the track fills when using 8 expansions makes a seal victory pretty hard. Even if we get 4 seals in the first 6 turns, it isn't usually too long before bursts start ruining that party. If you don't understand the appeal of this campaign that is fine, and if you don't understand the logic of my choices that is fine, but please stop referring to League Scenarios. I have played ALL of them. That was what drove me to setup this mechanic in the first place.
  3. @ Julia To address the first part of your post, No. I do not think Azathoth is the hardest. However thematically, he is last. He is also the most dangerous in combat. i.e. There isn't any. At all. We put him at the end because the battered handful of investigators who make it that far will have little to no equipment left with which to face him. Speaking of which, I don't think you understand that the items which get removed at the end of the game are random. Yeah you can use a cross or something in a game and hope it's the ONLY common item discarded, but for the most part, it's 50/50 whether we lose something we may need later, and we are constantly fighting to keep a hold of Elder Signs for later use. The combination of the base Attrition system along with item limits and the half-deck removal before the game against Azathoth even begins ensures that there will be no exhibit items, no allies, probably no commons, and perhaps a tenth of the unique and spells left.This is still technically a test run campaign, but we have already lost a fourth of our total items and we're only halfway through. Since the Ancient ones get HARDER from here, and not easier, that is not a good sign. Keep in mind those scenarios are all fairly limited in scope. This is a campaign which encompasses all expansions, all investigators, and all ancient ones. It is easier in a single game, but harder in the over all campaign. None the less, if we finish the campaign successfully, I will of course be tweaking things to make it harder on us the next time through.
  4. So house rules are one thing, but my fellow Arkham players and I wanted more. I am sharing my own campaign formula for those of you who have a solid group of friends and all of the expansions and simply want more. We are currently halfway through this campaign, and we have lost 23 investigators, but vanquished at least half of the ancient ones. With one notable exception in which we were not victorious. This is going to be something of a long post so the short version is that we have combined all of the expansions and come up with a gameplay mod involving a constant revolving team of 6 investigators. (Always six to achieve a permanent 4 man rule set) I'll try to break down the collective rules into sections, feel free to ask about specific things as some of these house rules are so intrinsic to the way we play I may forget things. 1. Ancient Ones. So we decided early on that only two ancient ones would be capable of completely destroying Arkham if they won. This was not based on mythos, but on the mechanics of the Ancient ones. So we naturally looked to Shudde Mell and Azathoth. Keeping this in mind, we carefully devised an order we thought best in terms of increasing difficulty with Azathoth at the end, and Cthulhu in the middle. Other than the order, there are additional changes related to victory or defeat against these ancient ones that will be detailed in other sections. Combat against them is always based on the number of investigators who are alive when the players have resolved the "Start of Battle" portion of the Ancient one sheet. So max of 4, min of 1. In all other ways combat against the Ancient ones is unchanged and makes use of the Battle Deck and standard rules. 2. Heralds/Guardians/Institutions We decide these with dice roles. A cursed die is rolled first for Guardians. On success, the three guardians are shuffled, and placed in a line. 1-2 for the first, 3-4 for the second, and so on. For institutions, a Blessed die is rolled. On success, the rules are the same as those for guardians. Then for heralds, we actually use a 12 sided die, shuffling and placing them in a line. This ensures that as the campaign progresses, there is steadily less and less of a chance to draw a herald. If either Father or Mother are rolled, a blessed die is tossed to see if the companion herald will join it. Other Herald mechanics include defeat of the actual Herald. Any Herald that can be defeated as either a monster or ancient one is removed from the campaign completely if defeated in a game. In addition, no herald can be used with its matching Ancient one. (No King in the Yellow herald + Hastur) 3. Investigators First we separated the investigator sheets according to expansion, then split them into decks of 8. Once we had done that, we ordered each individual deck of 8 from best to worst, with worst on top, then placed the piles in a line. Drawing one from each in order to form a stack which runs ROUGHLY from worst to best. How this order is determined is completely up to you, but this is the method we used. Once this is done, we pulled ALL of their UNIQUE possessions from the item decks, and placed them with the sheets. We actually back a box dedicated to JUST the investigators in waiting. This decision about the unique items will make sense shortly. Randoms are not dealt until the Investigator actually enters the game. Oh and no choosing who you get initially. Roll dice, much fairer and leads to less meta-gaming. 3. Ally Deck All allies are used. This will make more sense after the next section. 3. Attrition This is a mechanic which ensures a continually more brutal experience as the campaign progresses. During the game, any items discarded through use, or from loss (death, stolen, encounter which causes a loss) is put in a discard pile for after the game. After the game one common, unique, spell, exhibit, ally, and skill are all discarded permenantly for the rest of the campaign. The items are drawn randomly from discarded items first, or from the tops of the decks if none of that type are available. Exceptions to this general rule are as follows. Every time an Ancient one is Victorious (and it doesn't cause the end of the campaign) One additional item is discarded, i,e. We lost to Atlach, so then in addition to one from every deck, we lost an additional spell every game. We decided that the order of losses would go : Spell, Unique, Common, Skill, Exhibit, Ally. Beyond that, you'd probably be out of investigators anyway. In addition to this, Every item discarded in the battle against Cthulhu is discarded to box right away, and before the battle with Azathoth, the remaining decks are randomly cut in half with half being discarded before the fight even starts. This ensures that the fights against these two opponents are especially fierce. 4. Inventory and Carry over between Games We decided on a 5 item limit for characters. Meaning, 5 of each type of item. This allows (theoretically) for 20 items, 5 allies, and 5 skills. This may sound broken on paper but it works surprisingly well in practice. Between games EVERYTHING carries over except for trophies, and clues. At the beginning of the next game, surviving investigators get one dollar and the clue tokens listed on their sheet, and the hell simply continues. Now when I say everything carries over, part of what makes this balanced when combined with the attrition mechanic should be obvious, getting knocked out, or going insane now has real dire consequences. Losing items puts them at risk to be lost for the entire campaign, and picking up an injury or madness is now something that sticks with you for a long time. Corruption cards can be funny in one game, and the death of you in the next, and so on. 5. Spell Mechanic Due to the notable difficulty increase of the campaign mechanic and because frankly, I didn't like the base game spell mechanic, we came up with the solution of having combat spells stay on you as a buff for the rest of that combat (this would include multiple monsters in an area or the entire battle against an ancient one) You can have up to two hands worth of spells as a buff at any given moment, and in subsequent turns of combat you are perfectly capable of adding to this with weapons. This is another mechanic that may sound broken, but works extremely well in practice. 6. Other House rules All monsters are face down until combat is initiated, and all gate markers are face down till someone goes into them. since I usually play a sort of Arkham master role, I do the work of green monster movement. In the case of escaping other worlds, even if there is an open gate, if it is face down, it might as well not exist. I'm sure there is something I'm forgetting, but that's the gist.
  5. It's an interesting take. My own campaign is a bit different. Everything carries over from game to game, but anything discarded for purposes other than shopping has a 50/50 chance at the end of the game of being discarded to the box for the rest of the campaign, and I added additional conditions to the fights against cthulu and azethoth (who is always last) to make things interesting. With all discards during the cthulu match being permanent, and half the remaining decks being removed before fighting azethoth. I dubbed it my "Attrition Campaign" going to give it a whirl when I get Innsmouth this week, I'll come back and post results for comparison with your own campaign.
  6. Essentially the only way I would be moving my game is if I actually move. I am almost always the host. So the box would probably never really move. Hence my choice of style over mobility. As for the finish, I intend to either rub/remove the finish from all of the box, or just wear away the top where I burn it to give the appearance of the top being assaulted by dark magics. I don't have a lot of woodworking experience but one of my players does and is helping me with it. I will probably post pictures of it in a couple of months when I finish. Oh and that ebay item doesn't look very interesting to me, there is also no picture of the inside so I don't know if I'd drop 135 dollars on something like that.
  7. http://www.amazon.com/Wooden-Treasure-Box-Style-Chest/dp/B0055R4U7M/ref=sr_1_1?ie=UTF8&qid=1343886223&sr=8-1&keywords=wooden+chest Sorry here is the chest, didn't do the link right.
  8. So I've seen that the general consensus appears to be that large suitcases are ideal, however I will rarely, if ever need to transport my game. So I was able to be a bit more stylistic with my choice of container. I am posting my plan here to see if any of you guys have any ideas to spice it up, or better recommendations for the base container. I am going to order a wooden chest, so far this is the best looking one for my purposes. Here. I want to burn an elder sign into the top, stain it with pigs blood, and varnish it to preserve it, then get an old fashioned padlock for extra effect. Thoughts? additions? I haven't decided on how I will sort the inside yet but foamcore is always an option.
  9. It's already been said but assigning people to remember certain things helps a lot. I am currently playing all the way up through innsmouth and while I am pretty good at keeping track of it due to the sheer amount of arkham I play (roughly 5-6 times a week), I'm not perfect and as an example, I completely forgot to dish out noden's blessings for an entire game once and felt like a moron. As for dilution, nothing can really be done for the mythos deck by the time you get to the second board expansion, but I actually create a gate deck for each board, meaning if the card includes a location from that expansion board, I put it in a deck by that board. This leaves me with three normal sized gate decks and a large one for greater arkham. It's not a perfect solution, in the original other worlds you still get "Other" a lot, and you miss out on yuggoth, abyss, and ryleh encounters from the expansion decks on occasion, but I find people statistically get more named gate cards playing this way and I think it's a decent compromise. Oh yeah - and I find that seal victory playing with multiple expansions is not impossible, just impossible with certain ancient ones.
  10. 1. Expansions. The Base game is fun and slightly challenging, but I find a decent group will dominate every single game without much problem. Adding one or two expansions helps a lot. 2. House Rules. Here are some of mine. Never flip a monster chit over unless you are entering combat with the monster. If there are other effects on the monster or it is green with special movement rules, there are exceptions, but the general idea is to make monsters more dangerous by not knowing their combat abilities. Also, keeping gate tokens face down until someone goes through them adds a bit of mystery and difficulty to things as well. 3. Random character Draws. If you're not already doing it, draw random characters, or give everyone a few sheets and they have to pick from a limited supply. If you are all picking your favorites, the game gets far easier.
  • Create New...