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The Omen track proposal

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The Eldritch Horror Omen track proposal by Mikhail Fedan

This proposal adds an opportunity for the investigators to influence the symbol of next Omen by dice throw and try to choose one of two possible symbols (round or straight arrow direction).

 1. The Omen track looks like Septogramma – seven-pointed star*. Every game begins with the Omen marker on the blue stars space at the top of the star.

 

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* this view is schematic

2. The Omen advances anytime the above symbol is displayed on a Mythos card, if the Mythos calls for it in its text, or whenever a Condition calls for it.

3. When the Mythos card has Advance Omen effect  (in future expansions/editions the icon can be changed for) the Lead Investigator throws a dice (anyway only one dice!!!).

3.1. If the result is 1-3 then move the Omen token one space clockwise around the track (yellow arrows).

3.2. If the result is 4-6 then move the Omen token one space in the direction of the star beam (black arrows).

3.3. The result of this dice throw can be changed if it is possible because of the cards or abilities of the investigators /

OR the result of this dice throw can not be changed by the cards or abilities of the investigators.

4. If, for any other reason, you need to change the Omen (even counterclockwise or against the direction of arrow) apply described rules of dice throw.

5. All others rules of the Omen game mechanic remain unchanged (advance Doom by 1 for each Gate on the game board that matches the current Omen symbol).

Edited by fedanmix

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On 05.04.2018 at 12:05 AM, player2439400 said:

Have you playtested this? 

Results? 
 

Yes, we have.  The star allowed to avoid Green Comet Omen during three phases of Mythos when cards had "Advance Omen effect".

It was very usefull, because we had four Green Gates on the field when it happened lost time.

Edited by fedanmix

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If you allow investigators to influence the Omen track with abilities, you can force a blue loop (everytime the Omen advances, it advances to a blue Omen) which allows you to completely ignore non-blue Gates.

If you don't allow to influence it, it becomes totally random which is in my eyes not desirable.

Edited by Runko

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3 hours ago, Runko said:

If you allow investigators to influence the Omen track with abilities, you can force a blue loop (everytime the Omen advances, it advances to a blue Omen) which allows you to completely ignore non-blue Gates.

If you don't allow to influence it, it becomes totally random which is in my eyes not desirable.

The main point is that the Lead Investigator could try to influence the Omen sign.

As a rule, the ability to change the result of a dice throw is not permanent and in any case depends on chance.
The location of the Omen signs is exactly suggested in such a way that the Lead Investigator could try to avoid the undesirable Omen.

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On 06.04.2018 at 3:05 PM, Eldan985 said:

Doesn't this screw incredibly with GOOs who are dependent on certain symbols of the Omen track showing up, like Azathoth and especially Syzygy?

What do you mean?

The Lead Investigator anyway has to throw a dice when Mythos has "advance Omen".

If the Lead Investigator doesn't have any special abilities or cards that could influence the dice throw result (this is the most common case) so next Omen symbol will depend only from Her Majesty Fortune as usually.

Edited by fedanmix

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17 hours ago, fedanmix said:

It's sad that no one seemed interested in my proposal:(:(:(

The idea was interesting but in the current version it would upset the balance too much. Both the default random omen and the occasional steered omen aren't compatible with the game's other elements.

Personally, I think this has a great potential but to tap into it one would have to redesign a solid portion of the game.

Don't feel too sad. From what I understood your game group liked the idea, that's already a nice achievement.

This reminds me how back in the day I had some ideas for Talisman which seemed pretty great to me. My colleagues have explained to me why those ideas weren't as awesome as I thought. While I was initially bummed about it, my later designs were far better thanks to that feedback.

This variant may find some new fans over time, but I think that your future variants are likely to be more popular, if that's what you would like.

As a sidenote: I love that Septogramma. I was tempted to use your idea just so I can have it as a component.

Edited by tsuma534

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On 08.04.2018 at 4:04 AM, tsuma534 said:

Personally, I think this has a great potential but to tap into it one would have to redesign a solid portion of the game.

I thought about redesign.

It can be just sticker with septogramma.

FFG can just make a bundle-miniexpansion: a little box with septogramma sticker, couple of gates, ten-fifteen new contact or expedition cards,

and maybe new Investigator - some kind of astrologer-astronomer  (maybe Gypsy hex) with Omen track skill.

For example: If Doom is 5 or more he/she can choose straight or round direction of Omen track arrow when Mythos has "advance Omen" without dice throw.

Edited by fedanmix

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On 08.04.2018 at 4:04 AM, tsuma534 said:

From what I understood your game group liked the idea, that's already a nice achievement.

They simply did not have a choice. I am the Gamemaster and the Fieldholder. So I just printed the septogramma, attached it to the corner with paper clips and said that now we play like that.

We all are slightly authoritarian in Russia ???

Edited by fedanmix

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On 08.04.2018 at 4:04 AM, tsuma534 said:

The idea was interesting but in the current version it would upset the balance too much.

If the possibility to influence the dice throw result by cards or abilities is too imbalance, so it can be just forbidden.

"The result of this dice throw can not be changed by the cards or abilities of the investigators!!!"

so next Omen symbol will depend only from Fortune 

Edited by fedanmix

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I haven't tested it, but I feel that both a random or a player-controlled omen mess with a lot of things. The Syzygy ancient one awakens when a certain number of red omens can show up. If this becomes random, it might just happen a lot earlier. On the other hand, this makes it very difficult to predict when doom will advance. I like the strategic component in the base game that some gates are just much more dangerous than others and that the players can say "Okay, we have two turns to close this one, but this one needs to be closed now."

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23 hours ago, Eldan985 said:

I like the strategic component in the base game that some gates are just much more dangerous than others and that the players can say "Okay, we have two turns to close this one, but this one needs to be closed now."

The main internal legend of such game mechanics is that Investigators watching the stars (yellow circle around Omen sign is the rim of the telescope) recognize an unfavorable Omen and make attempts to prevent its negative consequences.

The choice as a matter of fact at them only two: movement on a circle or movement directly on a starbeam - they will have the Omen.

 But with such a game mechanic Doom becomes a little less desperate.

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Did anyone except me playtest my Septogramm??? (it is almost 350 views)

What do you think about such game mechanics???

Edited by fedanmix

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I applaud the creativity of this variant.  It is unlike anything that I've seen.  I find it very interesting and plan to playtest it.  Thanks for sharing!

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