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About Samea

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  1. I do not think the stories will be about fights that much. You can probably get through the whole campaign without fighting once. So why should fighting be treated differently from every other thing you could be doing? And the outcome of everything you do in these adventures is already determined — what's behind a door, how an NPC reacts to you and what happens, when you pick a fight with the bandits instead of running or hiding. The point is that you don't know beforehand and blindly pick a thing your character could do and you would like to see her do. That is how the game works.
  2. You could download and read the rules now from the game's support page and then decide if you need to look at the box before actually playing. There you will also find printable character and campaign sheets you might want to use in the game.
  3. I do not understand what would be so great about a primitive combat system for this game. This is a story game, it's about stuff happening based on decisions you make, choices and roads not taken and the many different ways the narrative can go. Most combat mechanics are quite boring from a narrative perspective: They are essentially a convoluted way to randomly determine a binary win/lose outcome. I get that combat can be an exciting mini-game. But if the whole game is about alternatives and picking new directions for the story, all combat really does here is slowing the game down and taking agency from you by randomly determining an option you otherwise had to pick yourself.
  4. The only "mechanics" I have seen so far is making decisions and picking options. No random factor involved.
  5. I imagine it more along the lines of: There are bandits. Do you A) hide or B) fight. A) How do you do it? x) stealth skill (if available) or y) invisibility potion (if available) or z) trust your luck. B) How do you fight? a) fight skill (if available) or b) weapon (if available) or c) scare them with some source of fire (if available) or d) surrender. So yeah, if you always pick the same decisions, your adventure will always be the same. But different character stats, equipment, previous choices etc. should make this virtually impossible if there are enough choices. And if the choices are nested this way, you will never know what the alternative would have been like unless you go along another path next time — if you remember this by then. Also, fights usually only have "win" or "lose" alternatives and hit points only decide, how long you can stay in the game. I find these multiple choices more appealing. Especially since you do not know beforehand how they will go. If you decide on hiding, it is only then that you find out that you need stealth or a potion for it. There may not be an element of chance, but certainly there is choice and risk. But what do I know? Only when we hold the box in our hands will we know for sure. For all we know today, combat is fought out with bat'leths in RL by the players.
  6. Akachi an Wilson already looked better than the rest of the bunch.
  7. I would guess that combat works like everything else: You make a decision and see what happens — depending on your skills and equipment.
  8. There it is again. So, technically, it is possible to roleplay AH — but it would be "bad" roleplaying, so bad, apparently that it cannot be called "roleplaying", really. I must disagree with that. To me, roleplaying is playing, experimenting, being creative, having fun, there is nothing serious about it. You decide, what your character does and says, but it is not whether or not you base this decision on your character's imagined psychology, the roll of a die, dramatic context, stats and abilities or just depending on what you'd like to see happening. You can make your own rules on how you want to roleplay, of course. But to me this is like avoiding to step on the cracks in the sidewalk — a particular game you play for your own amusement or satisfaction, but in no way "the" rules to do it "right". Other people will like other things about roleplaying or expect other thing from doing it and that is fine, too.
  9. So it is roleplaying. Just not good roleplaying (according to, in my mind, entirely arbitrary standards).
  10. No joke. Entry 9888??? Wow…
  11. Would they have to? The mesmerized effect from Beyond the Threshold can also appear in previous scenarios. And if the stat improvements are balanced by the elixir effect (one stat improves, but you also take one unknown drawback), you do not really have to take them into account since they will not unbalance a scenario. Sure, sometimes someone will pick just the right stat on just the right investigator and the disadvantage from the elixir is minimal. But sometimes people will roll extraordinarily well or intuitively make a right decision without any actual knowledge to base it on. That does not mean that the game balance is off, just because outliers do happen now and then. The question is, what the drawbacks would be. If an investigator did raise all his stats, I would expect him to be severely crippled by a combination of adverse effects that make him barely playable. And since it would be the player's decision to improve the stat and take the risk, I would be fine if someone shuffled through the scenario as some kind of limping, blind, paranoid maniac with one point of health, who performs above average at every test.
  12. As I understand it, the stat improvements are linked to the elixir items: I guess that whatever effect is on the other side of the elixir card makes this risky enough to think twice about getting that improvement…
  13. Would it make any difference? The number of skills is set. You could just as well decide, which skills you want first and then pick a race and class that fit your choice. The lists for races and classes seem pretty broad.
  14. I guess the actual rules of the game will be very few and easy and that the booklets and the other components will carry most parts of the game. That could mean that there will be other stand-alone games just like this that offer different stories but do not require this game.