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Aelitafrommars

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  1. Mostly, i guess it depends on what you or your group think is fun. Keeping items is neat in theory, but also be aware that: -it can kind of bend a scenario a bit out of shape (at least on a semantic or narrative level, and sometimes on a challenge level) if the game instructs you to spawn an item one investigator already has or a threshold in the scenario logic relies on the player placing an item in some certain place which you were intended to find first or something like that. -there is no item ratings, so it's hard to come up with rules balancing players from simply picking the best item in the deck or from the last campaign. Items are a big deal when it comes to how difficult or easy a scenario is. Ultimately, you might want to decide for youself if this campaign style you want to homebrew is a game of survival and/or resource management, or a game of character development, and if the latter, in what ways is the player able to develop their character in an interesting way? Or if the game object is something else, of course.
  2. I don't think the game *needs* a persistent level up mechanism because it wasn't designed to ramp difficulty progressively between scenarios. But either way it's up to you how you want to play the game! If you want to raise the stakes a bit, how about this: Begin an easy scenario at first. If an investigator dies, don't end the game like the rules say. Just strike that investigator out of the pool. If they survive, they survive, and can be reused. All characters start at "level 1". If they have a good ending on a scenario with a difficulty above their current level, they gain a +1 token to a skill, and increase their "level". If they get a bad ending, yet manage to survive, they start their next campaign with a facedown horror and a facedown injury. If you complete all scenarios with investigators still in the pool, you've won against the darkness. Until a new scenario is released, that is. Yes, quite the marathon. Or something like that. You could also limit "level ups" to the various elixirs you find in the game.
  3. it seemed the deep one hybrid cards had player counts. So my guess is the chance is weighted depending on number of players. Probably 0 if solo. My hunch is deciding which ones are deep one hybrids also counts for NPC:s, as per mediated via the app. Players being able to be one is probably to give the base premise some extra edge. Just a guess though.
  4. Nice! Notice the cruiser in the background! I'd love if there was a scenario aboard a ship. Edit: the tiles disclose as much! YAY!!! Also pleased to see that one of the scenarios will place hidden adversaries among the player right from the start. Many games do this, but i'm looking forward to play it inside MoM 2ed specifically. This seems to be just the right amount. I'm hoping for a situation where you won't even know if there is an adversary among you, but i'll be happy whichever.
  5. iirc (and i may be wrong; it's been a while) the rules state no such thing. I would read this card very literally and discard any assumptions. Ie, this doesn't work on facedown horror. I recommend asking the creators though what their intentions are. Then we could have an official ruling. edit: note that when anything just says "horror", it implies face-up horror.
  6. It's the one that i play the most from ffg and i got started with arkam horror, too. It's different, that's for sure. More elaborately scripted events, more narrative, the scenarios are more mysterious than your average AH game, you need to find stuff out. Each expansion adds in new map variations and little things to the older scenarios. A common complaint at the launch was that there were too few scenarii at the time, which restricted replay value for many, but that was then. Now, you have a lot of contents to dive into. That's my two cents. btw... What'd be the point of making another AH?
  7. ot: One stale representation of the roman army is depicting it as all-roman, and just etruscan romans at that. Or, in the case of movies, brits posing as north italians but with a prole brit accent. Provincial divisions must've had a lot of locals. The key to making the game a bit easier is developing a sense for what board and card objects are "lures" and what will actually be useful for completing the task in time.
  8. In the end it doesn't matter much, but one significant change for "escape from innsmouth" is that without expansions, you will always play the one map included (unlike other scenarios which have more maps), so if you want to give the exact same map a try, that's worth unticking every expansion. If you on the other hand want to mix up the map a bit, check "streets of arkham" at the very least.
  9. Neat! It's going to be interesting to see how this unfolds.
  10. It has recently been mentioned elsewhere that android users actually need to have an internet connection at app startup to access bought DLC:s... I love this game, but if this statement is correct, that sounds a bit like they brought together some of the bad aspects of from two different worlds (strategies). Poor android users in the woods.
  11. @totgeboren "In relating the circumstances which have led to my confinement within this refuge for the demented, I am aware that my present position will create a natural doubt of the authenticity of my narrative. It is an unfortunate fact that the bulk of humanity is too limited in its mental vision to weigh with patience and intelligence those isolated phenomena, seen and felt only by a psychologically sensitive few, which lie outside its common experience. Men of broader intellect know that there is no sharp distinction betwixt the real and the unreal; that all things appear as they do only by virtue of the delicate individual physical and mental media through which we are made conscious of them; but the prosaic materialism of the majority condemns as madness the flashes of super-sight which penetrate the common veil of obvious empiricism."
  12. I have hopes dealing with the Silver Twilight Lodge will be a lot about influence, and social interaction in general. But we'll see. I'm happy either way
  13. https://www.fantasyflightgames.com/en/news/2017/12/6/sanctum-of-twilight/ It seems the new restraint token might help ranged weapons come into their right element, and help investigators evade, ignore and run from monsters or focus on something else briefly
  14. Then you need to either develop and maintain a separate proprietary app account system (that also doesn¨'t trip over the terms and agreements with all these pltaforms), and/or require a pesky google login to even gain access to the apps' contents, both meaning you need to have access to internet. Might work for city folks, but if you want to take it to a cabin in the woods or you live on the australian contryside or something, you're likely out of luck. I would vote no.
  15. Won't scan the IP of FFG, but there's not much in the leaflet you need to know. Most important: -Face up elixirs are possessions and can be dropped. Face-down elixirs are not possesions and can't be dropped. -Discarded elixirs are returned to the deck. -You cannot place more than one improvement token on each of your investigators' skill. -Naturally, they're not possessions.
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