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Valkyrie - Home Brew Scenarios - Statistics, Announcements & Reviews

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**Announcement**
I have noticed some unofficially translated versions of scenarios appearing in the stats. For example there was an entry for a scenario that translates to "Arkham Crimes", but that scenario does not have an official translation yet. This would suggest that people are translating scenarios to play themselves or among friends. While I doubt most Authors would mind, I would implore anyone that may be doing this to contact the author and get their translation added to the official release. This way everyone can enjoy the translated version!

The best way to do this is to post a message on the Valkyrie GitHub:
https://github.com/NPBruce/valkyrie/issues

 

Valkyrie is a community developed Homebrew scenario app for Mansions of Madness Second Edition. The App requires the FFG official app, however after import it runs independently.

It can be used to play user generated scenarios and even create your own.

At the end of the game sessions the games statistics are captured and logged in a spreadsheet. You can find granular information about all play sessions. Including number of plays, Investigators used, plays by language, win/loss charts , average play times, player reviews (these contain spoilers) and more.

You can find the statistics here:

https://goo.gl/xgxdMb

If you are interested in giving Valkyrie a try (its a free community project with no adds so why not!), you can find the latest version here:

https://npbruce.github.io/valkyrie/

We also have a discord channel that is used to discuss all things Valkyire including development and Content creation:

https://discord.gg/QneeU8Z

If you want to try your hand at Valkyrie scenario writing and produce your own content I have written, with the help of some community members a (nearly 200 page) guide that covers everything you need to know to get started (and beyond):

https://docs.google.com/document/d/1Gi5gTwKkw84Px0Lvk-bJ3Aml...

Here is an info-graphic of the statistics for easy perusal (i'll try to keep it up to date as I do on BGG), however you can dig deeper in the google sheet linked above:

pic5438065.png

Here is a list of the scenarios and their Expansion requirements:

pic5255354.png

Here is the current top 10 rated scenarios in Valkyrie:

pic5438066.png

Please use this thread to discuss anything Valkyrie, be it feed back on the app, suggestions, scenario reviews that you could not put in game or just if you want to bump the thread.

EDIT 07/07/20: 
- Updated link with new website!

Edited by scrubbless

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Just played my first MoM 2.0 Valkyrie scenario tonight. 

I'm still fairly new to the game and recently acquired all expansions including the tile and figure collections, and have been playing the official scenarios in the order they appear in the FFG app up to and including Cult of Sentinel Hill.

I was curious to try out some Valkyrie scenarios, and instead of going straight for the most highly rated/popular scenarios, I went for something that was on par with Cult of Sentinel Hill (the poorest rated FFG scenario). I thought I could only go up from there if I wasn't impressed with mid-rated Valk scenarios, and I also wanted to start out with scenarios that use only Core set or RN/SM tiles and monsters.

So I gave Exotic Material a whirl... at first, I wasn't impressed. But the deeper into the scenario I went, the more I appreciated it in spite of its shortcomings. I played solo with 2 investigators and lost, but look forward to trying it again.

What I liked:

 

. unsettling NPC behaviour during the first part of the scenario and a set-up that screamed Lovecraft... I kept wondering when things were going to "happen."

. mythos events, attack descriptions, and horror checks that were for the most part very relevant and thematic in relation to the scenario... some were downright scary, I could really envision the horror unfolding before my eyes. The official FFG scenarios are sometimes a little bit too all over the place for my taste. I couldn't believe how well they aligned even with the horror/damage cards I drew to advance the narrative.

. good use of Core set tiles that had not been used in Core set scenarios.

. major conundrum: there are few clues to collect (a lot fewer than in official scenarios), so spend them wisely. Or die. Even going in with Professor Walter and Mandy Thompson (random deal based on the 4 investigators I thought would be the best narrative fit for what little I knew the scenario was about), who synergies well to generate clues, Mandy burned through her reserve really quickly at the end... and died. Their respective weaknesses in physical tests were seriously detrimental, but I still look forward to trying with them again.

. innovative mechanics: the interactions with the meteor fragment were really surprising/interesting. 

. interesting problem to solve once you're familiar with the scenario. 

. the scenario felt creative / sufficiently different from official scenarios. 

. the town of Rowley is actually mentioned in Shadows Over Innsmouth! Bonus points! 

What I didn't care for as much:

 

. a scenario doesn't get more linear and rail-roady than this (but the ending and meteor mechanics made up for it). You won't be leaving any stones unturned.

. somewhat silly placement of items (there's a Tommy gun just sitting there in a pile of rubbish on the street? Well, I suppose I can come up with an in-game reason for that even if it feels like a stretch). 

. no meaningful decisions to make until you reach the big baddie and artifact at the end of the railroad several turns in... but maybe that's where I went wrong during my first play through? I was eliminated during R11... I wonder how well the "threat timer" has been implemented for games where the investigators turtle a while longer, as I can easily see myself doing with Walter and Thompson).

. Non-use of evidence cards means that only 3 insanity cards (instead of the already limited 4) can be drawn during a solo game.

Jury still out:

 

. is there any randomization in starting items and items found during the game (will the tommy gun invariably be the first item I find each game)? Only repeat plays will tell.

. is the scenario balanced for different investigator counts? 

. will there be any variation in mythos events and horror checks, or will they always play out in the same order? I really hope there will be some variation.

App stuff:

. the app seemed kind of "jerky" as it instructed the placement of tokens and tiles.

. music/sounds denoting change in phases not as smooth/pleasant as the official FFG soundtrack.

. it was much easier for me to take snap shots of the log (white background, more text to be captured on screen, details of horror checks included in log) for future session reporting.

. couldn't input damage on monsters as it occurred, e.g., from fire or secondary spell effects -- first had to wait for all monsters to complete their activations, even if they would have died from fire before being able to attack. Minor annoyance.

 

All in all, I was impressed with Valkyrie, and in spite of its shortcomings and simplicity, I found "Exotic Material" worth playing. And if that's a "weak" scenario in comparison to others (judging by user ratings), then things look really promising for me...

I look forward to playing a lot more of these scenarios, and thank all those who have made contributions!

Cheers!

 

Edited by TwiceBorn

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Awesome, glad it was a decent experience and was great that you dived in at the middle of the pack.

I am not sure if I missed it in you post, was the scenario overall comparable to the similarly rated official  scenarios.

One thing i worry about is that people are going in with lower expectations to Vlakyrie scenarios and marking them higher than the official ones.

 

I have a couple of scenarios that i wrote in there, would love to hear your feedback if you play them:

A Stress and Strain 

A Strain On Reality 

 

Edited by scrubbless

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FYI:

> . is there any randomization in starting items and items found during the game (will the tommy gun invariably be the first item I find each game)? Only repeat plays will tell.

Yes, this is quite random (why you also get unthematic things).

> . is the scenario balanced for different investigator counts? 

As much as I feel is reasonable. Certainly better than some official scenarios.

> . will there be any variation in mythos events and horror checks, or will they always play out in the same order? I really hope there will be some variation. 

Yes, but with limitations, particularly the custom events are a limited pool to pick from.

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I am pleased to announce my latest creation, this is a stand alone scenario for 2 - 3 Investigators. There is a difficulty option to make this 2, 3 or 4 stars and there is difficulty scaling based on how well or badly the party is doing. There is a large amount of variety in this scenario, with several alternative tiles.

There are some custom puzzles, so for those that are a bit daunted or stuck I would urge you to keep trying, if you are stuck there will be an opportunity to bypass at a cost (you'll understand this more when you play).

pic4769173.png

EDIT: I have removed the 4 and 5 player options as it did not play well in further play testing.

Edited by scrubbless

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17 hours ago, BruceLGL said:

FYI:

> . is there any randomization in starting items and items found during the game (will the tommy gun invariably be the first item I find each game)? Only repeat plays will tell.

Yes, this is quite random (why you also get unthematic things).

> . is the scenario balanced for different investigator counts? 

As much as I feel is reasonable. Certainly better than some official scenarios.

> . will there be any variation in mythos events and horror checks, or will they always play out in the same order? I really hope there will be some variation. 

Yes, but with limitations, particularly the custom events are a limited pool to pick from.

 

Thanks for your insights, Bruce, and for all the effort you put into the scenario. Sincerely appreciated. I ended up playing the scenario 4 times (first two with Mandy Thompson and Harvey Walters, last two with Monterey Jack and Kate Winthrop), and finally won on my last attempt.  The more I played it, the more I enjoyed it (better dice rolls may also have factored into that 🙂

I absolutely love the mechanics and flavour text that you worked into the handling of the meteorite, and the scenario set-up was intriguing. 

For the Valkyrie team... it seems that I am only able to leave feedback at the end of a scenario if I actually win the scenario (seems to have been the case also with A Little Night Music, the only other Valkyrie scenario I've played thus far)? Also, if I recall correctly, I had to select "quit game" after pressing "investigator eliminated" when I lost the game by RAW on the following turn... and I never got an ending message or the chance to complete the survey (and report defeat instead of victory). Is that normal? Or did I miss something? 

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It should end at the end of the following turn after you mark investigator eliminated. Unfortunately this isn't consistent with the official app. It also requires the scenario to support this ending type.

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3 hours ago, BruceLGL said:

It should end at the end of the following turn after you mark investigator eliminated. Unfortunately this isn't consistent with the official app. It also requires the scenario to support this ending type.

That's what I tried, but it didn't do anything. 

Just out of curiosity, Bruce, did Exotic Materials have different endings for investigator eliminated or investigation incomplete (assuming a hard time limit was built into the scenario)?

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On 5/30/2019 at 6:38 PM, scrubbless said:

I am pleased to announce my latest creation, this is a stand alone scenario for 2 - 3 Investigators. There is a difficulty option to make this 2, 3 or 4 stars and there is difficulty scaling based on how well or badly the party is doing. There is a large amount of variety in this scenario, with several alternative tiles.

There are some custom puzzles, so for those that are a bit daunted or stuck I would urge you to keep trying, if you are stuck there will be an opportunity to bypass at a cost (you'll understand this more when you play).

pic4769173.png

EDIT: I have removed the 4 and 5 player options as it did not play well in further play testing.

I have released Escape - Version 1.1.2. Please be sure to update the scenario before playing.

It is still locked to 2 and 3 player mode for the time being, but I am working on a better 4 and 5 player mode and have some ideas on how I can make this work better. I will release this functionality in Version 2, so keep an eye here for that update.

Here is the change log for version 1.1.2 for those interested.
- Added more evidence to Journal
- Converted "one", "two", "three", etc for damage, clues and horror to "1", "2", "3", etc.
- Added a variable for some tests (mostly negate tests) - {var:roll} its value is dictated by how well the investigators are doing in the scenario on normal mode, in hard and easy mode these are statically set to low or high.
- Started adding pre-work to re-enable 4+5 players.
- Added additional variables to track players progress (what tiles used, what puzzles passed, etc). 

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A new version of Valkyrie has been released, 2.4.01. This is bug fixes mostly, however the next release has Descent Lost Legends integration among other feature updates.

Welcome Back Bruce! Great to have you working on Valkyrie once more.

The latest version can be found at the usual place:

https://github.com/NPBruce/valkyrie/releases/latest

Edited by scrubbless

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My latest scenario 'Arkham Crime Wave' is now ready for download.

It is a sequel to the FFG scenario 'Gangs of Arkham' and requires the expansion 'Streets of Arkham' to play. You can play the scenario without playing Gangs first but you will be more familiar with the characters and setting by playing the official scenario first.

'Arkham Crime Wave' is a murder mystery. Nearly all the major clues can be reviewed by examining items you have collected but it is recommended to make notes to keep track of means, motive and opportunity.

I have deliberately made this mystery easier to solve than the mind-melter 'In the Dark' but (unlike FFG's Gangs scenario) you will need to put together a number of disparate clues to solve the crime.

If you find the scenario too hard or too easy please mention this in the feedback. All constructive criticism is gratefully received.

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I've updated the OP with a graphical top 10 and updated infographics.

Something I have mentioned on BGG but not here is that I am currently working on a Campaign for MoM.

Here is the post I made on BGG for those that are interested and don't check BGG:

Its currently called Strain - The Campaign but i'm not completely convinced on the name.

I just wanted to give you a few snippets of what its all about, since we have not had much news here recently.

First of all the Campaign uses the Recurring Nightmares (1st Edition) expansion and Streets of Arkham. This is the minimal components I could get away with to develop the game and story systems without compromising the quality. Streets of Arkham is the most popular expansion from the statistic I have been observing within Valkyrie and there are threads on these boards on how to "Fake RN" by using proxy tiles/figures and monster tokens.

Anyway, into the nuts and bolts.

The Campaign is set over a 2-3 week time frame. Players are dropped into a campaign map, where Points of Interest appear dynamically based on whats happening in game. As time progresses or as the Investigators uncover clues to whats going on, more Points of Interest will appear on the map. In the sprawling world of Lovecraftian Massachusetts there is always something horrible happening, some of these Points of Interest will be time limited. In some situations players will have to decide how to progress and pick their missions wisely to best help the region.

pic4872010.png

With any campaign it is important for Investigators to progress and MoM2 is very much designed around single scenario experiences. To combat this I've created a shop system which players can spent hard earned "Cash" to purchase high quality items that will form their "Starting Items" pool for each mission.

pic4872015.png

Another Interesting item comes in the form of "Curiosity Items" some of these will unlock in the shop as the party becomes more reputable, others can only be found in the shadiest of places! Keep a look out for them. Each Curiosity item has the rule on the card, but also a special ability specific to each scenario. Be careful though, not all Curiosity Items are safe to use regularly!

pic4872037.png

Another way to advance is in the form of Improvements. Using the SoA improvement systems I have worked out a way to loosely track these in game and for the finer details created a "Party Sheet" where players can note down who has what, items, improvements and Injuries. I've tried to track as much in the app as possible to avoid creating paper work. Players will just need a pen/pencil and this single Party Sheet (or a piece of paper!).

pic4872020.png

Speaking of Injuries, Investigating in the Lovecraft world is fraught with peril and it would only be fair to inflict some of this on the Investigators during their adventure. I have developed an Injury and Trauma system which will be used within scenarios. In addition to inflicting these due to "Plot relevant" situations, Investigators that are Eliminated by Wounds or Insanity will also recieve lasting Injuries or Mental Traumas, in the form of "Keep Faceup" Damage and Horror cards. These lasting Injuries and Traumas will be tracked by the App, with the finer details being logged on the party sheet. Of course St Mary's Hospital and Arkham Asylum will be able to treat these injuries with time and for a small fee.

pic4872024.png

Since all of the parties work is not located in walking distance they will be required to travel. As we've established Lovecraft's Massachusetts is not the safest of places, and the road is never uneventful. As a result I have created (and plan to create more) travel events, to trip up and give the party interesting choices whist heading to missions.

We have spoken about Points of Interest already, but i'll go into a little more detail, as they are not limited to just Missions (Scenarios).

Story Missions - These are Scenarios which form the main bulk of the Campaigns story. They are key to how the story progresses and will change and adapt throughout the campaign but will always be a requirement in some form or another. They can expect to last a gaming session from 2-3 hours per mission.

Side Missions - These are shorter scenarios which will unlock additional story, give Investigators an opportunity to further improve. Players can decide to ignore these or complete them, if they feel they have time. These Side Missions can be expected to last around 1 hour each.

Events - These are unlocked throughout the Campaign and can be considered as "Down time" actions. Something for the Party to do to further the plot or improve themselves between missions. These events are not scenarios and will usually play out in a few dialogue boxes with some interesting choices that will impact the campaign.

Locations - These are places that the Party can visit, be it Hibbs road house to dig up some dirt or just have some fun, to the Curiosity shop to pick up supplies. Similar to events these locations are not scenarios and can be visited between missions without dedicating a huge amount of time.

pic4872028.png

The plan is to release the Campaign with 4 Story missions (with a couple of possible variations of each based on what the players unearth and how quickly they act). Then 3-5 side missions, some optional, some may be mandatory based on how successful the party is. Finally I intend to create a slew of Events, Locations and Travel Events that the players can discover for themselves. Some of which will be hidden away behind sequences of events, so no play session should be identical.

Here is an example mission brief:

pic4872030.png

This is the first story mission, so no spoilers here

Here is the starting equipment screen, showing items the party has purchased or owns (including Investigator specific items):

pic4872035.png

Anyway, this is just a sneak peek. While a lot of the campaign systems are built, I have a lot of work to do to flesh it out and still have full scenario missions to write. So it could be some time before it appears in the download list.


I borrowed an idea from Nicola (thanks!), a simple concept of adding a visual of a person when they speak and added it to every person's dialogue. Here is an example from one of the side missions (no spoilers here):

pic4985056.png

Edited by scrubbless

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The Campaign mode is seriously - incredible!  It would open up a whole new way of playing -and writing shorter small bits and combining together with one long end scenario could give the game a real weight.

Of course the the half mad part of me also thinks.. 'and now we can combine it with  Arkham Horror LCG' for a full character campaign -- with LCG sidequests...

 

Bwahahahahhah!

Quietly takes oneself to arkham asylum....

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Scrubless, that's just amazing! Can't wait to play the campaign! Thanks for all the hours and hard work you've put into this!

I agree that the campaign deserves a more evocative title.

 

Cheers!

Edited by TwiceBorn

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That is insane, must have been, and probably will be, a huge amount of work.
It all looks fantastic so far, keep up the good work!

A while ago I started creating a scenario myself but I haven't had the dedicated time to work on it much. I hope I can pick up where I left it soon.

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Thanks guys!

Yeh, its a lot of work but very interesting.

At present I am down a rabbit hole of a "Side Mission", which is now looking like it will become a full blown scenario. I am building 3 stories into it so I may try to make one shorter and use that as the side mission, then release it as a Stand alone Scenario as-well (with a start option similar to how Nicola's "Arkham Crime wave" sets which story - A prompt to pick a story or hit random).

I have written the following:

Campaign Interface (including all the Mission triggers, locations, events)

Curiosity Items interface, including all item special abilities (including a module to inject into every sub scenario), I hope to add more effects to the Curiosity items module.

Journal Interface, including a template module to inject into each mission to help build out evidence logs for every mission to present as a page in the main log - content for 4/5 story missions populated and working. (A player can check the journal in game to see what evidence they have collected, then check the journal in the main Campaign menu to get a recap of what they discovered on each Story Mission).

Story Missions, Written 1/5 story missions from scratch, this is the intro mission. Converted the 2 existing scenarios - Stress and Strain, now has 3 variations of the same mission. Strain on Reality is now split into 2 scenarios - Discovery and Apprehension. That makes 4/5 Story Missions complete, with 1 left to do. 

Side Missions, I am working on 1/4 side missions

Shop Interface,  done and working - also the Starting items interface, to show what items the party has, from mission to mission.

Travel Events - 10/40 ish completed

Location events - 30/80 ish completed, this is split across various locations on the map, but I am considering adding some events to "functional locations" similar to Arkham Horror card game, General Store you can buy items or encounter the space. Depends if I can think of another 30-50 or so events for those locations.

Map Events - a bunch of those have been added, they are Imperial Assault style map events to do between missions, but have a bit more freedom - you can pass you time doing events if you discover enough. I can't put a number to these as they grow organically as I write the missions and adapt events. But its a simple concept, you do something in a missions which unlocks an event which appears on the map for you to do. That event then does something, not always bad, not always good. The intro Mission (is a bit basic and quick) but is designed to walk players through these concepts.

The hard work is basically now, I've ended up committing to writing 5 more full scenarios (hopefully a couple being Nano 45mins - 1 hour scenarios), which take a lot of time to write.

 

Anyway, I am glad some people here seem interested. I am not sure how much traction Valkyrie has had on these FFG forums, as not many people seem to comment or like the Valkyrie threads.

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Wow, that's amazing! Keep up the good work mate, it looks incredible!

Hopefully you'll take the project until the end so we can actually see how it works in-game, but from the images and description looks great!

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I've updated the OP with updated information.

Just an update on the scenario, I am still working through it. I have added events to all locations that can appear on the map now, including the Shop and other static buildings that were originally for utility purposes.

I have nearly completed my newest scenario in draft form, it will be a while to sanity check, play test, tune and then link into the Campaign. 

I would say that 70% of the story missions are complete for the campaign. With tuning and the finale to write. I also have some shorted side missions that I would like to complete before release.

Here is an example of one of the events:
Updated Shop:
pic5255359.png
Encounter:

pic5255737.png

When you revisit the shop the encounter option is gone until you next return to the campaign map (after a mission). I won't give away what happens, as a lot of the event outcomes are based on tests or are semi randomised. Events are designed to never be repeated again in a campaign.

pic5255363.png

This is to limit the amount of time that players can procrastinate! 


You may also regonise some of the events, I was heavily inspired by Arkham Horror on the campaign map side of this creation.

 

Edited by scrubbless

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After a 9-month hiatus, I'm happy to have been able to squeeze in a few games of Mansions over the past couple of weeks.

I got to introduce a couple of guys to Cycle of Eternity (it's all we had time for), and they both loved it.

That got me in the mood to keep playing on my own, so I finally took the shrink-wrap off Beyond the Threshold and played both scenarios solo 4-5 times each (still haven't touched SoA, SoT, HJ and PotS, even though I own them all).

I then played the Valkyrie scenario "A Glimpse From the Past" twice. 

I wasn't able to leave any feedback in app for "A Glimpse From the Past," which I played solo with two investigators (Carolyn Fern and Vincent Lee).  First game, I lost due to the elimination of Vincent Lee (who was struggling to get anything done because he ended up with the Restless Anxiety insanity condition and I kept screwing up on his behalf on a critical puzzle, while Carolyn kept to herself to deal with some certain disturbing scenario-related matters). Must have hit the wrong button (?), as I did not get an epilogue as one does in FFG scenarios. 

I won the second game, but still didn't get any kind of epilogue... is that normal for Valkyrie (I seem to recall this happening when I played other scenarios in the past)? Or was that a glitch? Anyhow, missing the epilogue was a bit of a bummer after having slogged as hard as I did to get to score a victory (with both investigators wounded, but otherwise still sane). 

The good

. I loved the premise of the scenario.

. The story was coherent and was not anything I had seen in MoM 2e before.

. Flavourful descriptive text, especially the intro and journal entries/incriminating evidence.

. Event text was generally (but not always) a good fit for the unfolding narrative.

. The scenario had innovative mechanics (i.e., the option to hide things; the ritual dagger; climbing in/out of windows; options for achieving the final objective).

. Some great surprises the first time around!

. One of the puzzles was especially creative... as was the consequence for getting it wrong!

. Great and truly evocative sound effects.

. Excellent use of core set materials (I had RN and SM enabled, but nothing from either collection ever came into play). Enemies were used sparingly and to great effect (I hate it when wave after wave of totally random enemies hit investigators for dubious in-game reasons).

. Logical use and placement of items.

. The cat!!! 

. Mature themes.

. Exciting finale that does not require pummelling a big bad end guy to death.

 

Could be better

. Variability upon replaying: the layout of the board will remain unchanged, even with the availability of the RN and SM tile collections. There won't be any surprises, and odds are you will find/explore 95% or more of what there is to be found/explored. That said, I understand that a tremendous amount of time/work goes into the creation of one of these scenarios, and there must always come a time when the designer decides: "good enough!" And perhaps the designer did not have access to the tile collections when this scenario was created.

.  Combat could prove a lengthy slog, given the items/spells available in the scenario (my choice of investigators might also have been part of the problem). Fortunately, the amount of combat was limited in the game.

. When playing solo with two investigators, I found that the scenario could kind of drag, especially from the middle mark or so when one investigator gains a particular "something"... that character's action choices were quite limited from the point of acquisition onward, and the identical sequence of events/tests that repeated every round until the end of the scenario went from "awesome!" to "please stop, this is painfully redundant." And when the other investigator is afflicted with Restless Anxiety, it takes a lot more time to get things done (that isn't the scenario designer's fault, but something which put a damper on my experience).

.  Both my games went 22+ rounds, which I felt was too long for this scenario, especially given how frequently events would recycle. 

. At times, text for combat and horror checks was inconsistent with the enemy being fought. There should be easy fixes for this.

. The sound effect marking the transition from investigator to mythos phase is painfully jarring... the first few times, I could bear with it. Over 20+ rounds, it became almost intolerable. I might not introduce this scenario to more casual players on that basis alone (especially since the audio effects and music in this scenario otherwise really enhance the experience).  

. Not getting to see what should have been different epilogues at the end of each game was a bummer (maybe I did something wrong?).

 

Final thoughts / score

All in all, this was an ambitious and impressive scenario that made the most of the core box material. I'm really glad I got to play it a few times (solo), and I might consider introducing it to my gamer friends if the investigator/mythos transition sound FX were fixed. There are enough surprises and innovative mechanics to be worth at least one play.

Hopefully, a higher investigator count will allow faster completion of the scenario and more dynamic interactions once someone gains a "particular item."  

A score of 7/10 seems about right to me at the moment (an 8/10 for the initial couple of plays, dropping to 5 or 6 following repeat plays)... my rating may require adjustment after I've played more official FFG and Valkyrie scenarios. 

Many thanks to the designer (whose name escapes me at the moment-sorry!) for sharing his creativity and hard work with the community!

 

 

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I am very please to announce the latest release of Valkyrie - 2.4.07!

This update includes all of the Path of the Serpent content, several bug fixes and some much needed enhancements.

Thank you very much to BenRq, Tantum and Redwolf for working on this application release! Also thank you to the members of the community that took the time to test Tantums pre-relase which made this version possible.

You can download the latest version of Valkyrie here:
https://github.com/NPBruce/valkyrie/releases/latest

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I just downloaded Valkyrie today and have gone down many... many rabbit holes the past few hours learning how the program works. Very excited to dive into this! Me and my partner are obsessed with MoM, but only recently learned about Valkyrie. Seems like a good time since we aren't leaving the apartment anytime soon... (NYC, here).

Scrubbless, you campaign looks EPIC. 

Have there been any thoughts about a Custom Investigator Tool? I've made a handful of custom investigators that we've used in the other Arkham Files games and we've used proxys so far in MoM, but ti would be awesome to actual have them incorporated in the game.

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