Author Topic: Arkham Horror discussion/game setup  (Read 26621 times)

Dhyerwolf

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Re: More Arkham?
« Reply #100 on: December 07, 2009, 07:25:18 AM »
I'm honestly considering picking Darrell.

Why wouldn't you?

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Ranmilia

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Re: More Arkham?
« Reply #101 on: December 08, 2009, 08:41:26 PM »
Well, that was a bit more interest than I expected to generate with that poke.  Hm.  Discussion, then...  There are some points on online Arkham games that are getting rather meh to me, and that I'd like to address in the planned game.

1.  Concerning Those Who Have Seen All (And Survived)

Arkham Horror was intended as a once in a long while party game, with huge stacks of cards to generate randomness and surprises.  Some degree of familiarity is expected after playing a few times ("Independence Square is a bad scene, don't go there unless you have to"), but we've kind of moved beyond that - every single card in the game, more or less, is viewable online, and folks have been calculating things like the exact odds of getting X random encounter at location Y or "What's the worst that could REALLY happen by going here?" and so on.  You really aren't even supposed to know what you can get from the item decks, or to flip over monsters and look at their combat stats before engaging them.  I think this detracts from the fun a bit, as it feels like there aren't really any surprises left.

Obviously the solution here is to generate more surprises.  I know Soppy and Tai and some others have been messing around creating entire custom card sets from scratch.  I'm not going to be going that far myself, it's just too much work given the amount of other stuff I want to pack into this game, but I do plan on having a lot of custom content planned - and to adjust a lot of the base ones on the fly, taking a more "Mythos Master" role than just running a setup via Hatbot. 

Thoughts on this?


2.  On the Advent of Ancient-Slaying Automata

The second major issue comes straight from the other side.  Once a group gets Arkham gameplay down to a science, a sort of optimal play hivemind develops and 90% of the decisions in the game are either rendered meaningless by a clear optimal solution, or immediately answered by the group.  While this is good for encouraging cooperation and winning and all that, it does kind of take away the feeling of individuals playing their characters.  As we've gotten into the swing of things here, it seems almost silly to still be assigning one character per person instead of just having everyone interested get in the IRC channel and play all the investigators communally. 

Unlike the first point, though, there's a tradeoff here.  One of Arkham's biggest draws for many people is that it is entirely cooperative and has the players all work in perfect harmony.   "Arkham Mafia"-ish setups where, say, one player is secretly a cultist?  Yeah those don't work, and would drive players off.  I'm definitely planning on injecting some individuality into the setup, but the question is - how far are people okay with going in that direction? 

Ideas include...
- Personal Stories that are much more in depth and only revealed to that specific investigator's player.  These are all but guaranteed in.  Some of them may have pass conditions that are detrimental to the rest of the group ("Get $15 without an outstanding loan and send it to your Swiss bank account", for example), but of course are easily balanced so that the player has no reason to actually do these things other than flavor.

- Additional win conditions, like the personal stories but a little more imperative, where certain players have to deal with the ancient one AND do something else in order to win. 

- Hidden content, where the players don't have their usual omniscient view of the game board, where every gate leads to, what and where every monster is, etc.  This plays into the previous point as well.  I'm definitely planning on hiding the Ancient One's identity, and maybe gate destinations and monsters, providing clues to them through flavor.  For a time I considered running a completely individual game, where investigators wouldn't even know where each other were and couldn't talk to each other unless they actually met, but that seems too much trouble and not enough fun.

Suggestions and discussion will be appreciated!

Shale

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Re: More Arkham?
« Reply #102 on: December 08, 2009, 08:52:01 PM »
A mystery setup, where the players don't know anything their characters wouldn't, sounds like a great idea. I'm not sure of how much you can hide about the monsters before you get to the point where investigators try to walk to the hospital and instead get squashed by a Star Spawn, but there's definitely a balance somewhere that you can find. It'd be nice if you could do something to shake up the item/encounter/ally decks, but I'm not sure what. Maybe a random mix of expansion content, so we wouldn't know what's in play?
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AndrewRogue

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Re: More Arkham?
« Reply #103 on: December 08, 2009, 09:00:59 PM »
The clear answer is its time for a new boardgame! Who is up for some Betrayal at the House on the Hill online? Eh? Eh?

More seriously: 1. Adjusting results and changing things up (and not letting all the spoil sports >_> <_< see it ahead of time) is a good thing. Hell, even mixing up locales a bit and shuffling possible encounters around would be a big kick in the crotch (in a good way) in my opinion. There should obviously be enough something to give players some ability to make vaguely informed decisions, but a shake-up to dislodge the standard play strats is a good thing.

2. Hidden content with clues = good. Additional "RP" style stuff good as well. Total lack of knowledge on the other players = kinda bad and demeans the overall purpose of the game.

Taishyr

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Re: More Arkham?
« Reply #104 on: December 08, 2009, 09:05:50 PM »
Alex: Complete and utter approval on 1, definitely interested so long as it stays "investigators vs. GoO" at the end for 2. (I don't mind some friendly competition or something there, but as soon as it begins feeling like Mafia, I drop. Don't do Mafia here anymore, etc. etc..)

Hunter Sopko

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Re: More Arkham?
« Reply #105 on: December 08, 2009, 09:08:35 PM »
I'm for option 3, as long as there is SOME way to communicate with players, either if you end up in the same location  as them, pass them on the streets or what have you. Maybe pay $1 to use a phone to call a location? Otherwise, I'm for most of whats in point 3, not so much the previous 2. Personal stories cloud peoples' judgement even when working together, and adding additional win conditions would just further splinter people as we try this format for the first time.

Bardiche

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Re: More Arkham?
« Reply #106 on: December 08, 2009, 09:21:19 PM »
This board should be renamed to "Gameboard" or something.

Ehhhh, the new ideas seem... Yeah, I hardly know what all I can expect from regular Arkham, so I'd not sign up for that. Mostly due to inexperience with the game itself as yet, though--I can definitely understand their appeal if you've played Arkham a lot already.

Nitori

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Re: More Arkham?
« Reply #107 on: December 08, 2009, 09:36:40 PM »
I'm in because I may or may not have violated #1 about a million times~
#1 sounds good, #2 needs to be carefully balanced and hiding gates and monsters can work, but I presume you're making a custom AO for this or something~?
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Shale

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Re: More Arkham?
« Reply #108 on: December 08, 2009, 09:46:14 PM »
It doesn't have to be custom if we're kept in the dark about the special effects. For instance, if he drew Azathoth, we'd have no way of knowing (short of running into a Maniac and figuring out its exact toughness), until he woke up and we all died.
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Nitori

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Re: More Arkham?
« Reply #109 on: December 08, 2009, 09:55:57 PM »
Oh right, that would tie into the whole "figure it out" thing. Some of them you'd figure out near instantly though~!
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Ranmilia

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Re: More Arkham?
« Reply #110 on: December 08, 2009, 10:13:25 PM »
Definitely custom ancient one, yes.  Almost certainly not doing lack of communication.  If I did, the idea was that investigators could talk freely whenever they met each other (even if just crossing paths via movement).  But probably too much trouble, unless there's a lot of feedback here actually wanting it.

Hidden monsters would just appear as "?" until someone actually encounters it and finds out what it is.   Monsters at locations may or may not even show that much until the investigators have reason to believe something is there, but anything on the streets would definitely show up.  

Edit - also should mention that the intention behind a lot of these changes is to put everyone on the same footing again, so people with little or no previous experience could play just fine.

Hunter Sopko

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Re: More Arkham?
« Reply #111 on: December 08, 2009, 10:37:22 PM »
Definitely custom ancient one, yes.  Almost certainly not doing lack of communication.  If I did, the idea was that investigators could talk freely whenever they met each other (even if just crossing paths via movement).  But probably too much trouble, unless there's a lot of feedback here actually wanting it.

Yeah. Thats what I was hoping to try out. Could always do it if there's a second game though.

Magetastic

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Re: More Arkham?
« Reply #112 on: December 09, 2009, 03:01:20 AM »
Just wanted to chime in with interest for the story-heavy game. Especially after reading some of your ideas for it.
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Hunter Sopko

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Re: More Arkham?
« Reply #113 on: December 15, 2009, 01:38:39 AM »
Hokay. Since I've got mostly middling stuff left to do for it, I'm announcing my intent to run a game based on the expansion I've been working on. This is playtesting, mostly, so things might get a little funky.

The GOO has a 6 turn track and it keeps coming back once killed. The game won't end until a gate seal victory is achieved. The catch? Doesn't awaken due to the amount of gates on the board and if you die in combat against the GOO, you don't draw a new investigator and you're out for the rest of the game. So it has the potential to be a long game. Please sign up only if you can be in for the long haul.

The flavor is mostly negligible to all but very few of you. It's based on D&D games that Andy and I have been in. But I've really tried to put some new and interesting gameplay stuff into it. There are 5 new investigators (So if we go with the usual 6 person game, one will be left without someone to playtest if they want). Also new monsters, items, spells, allies, encounters, etc. The whole works.

Planning on running it with Kingsport, since people have been wondering about that and this seems to be a good chance to use it. Probably will start after Christmas and may or may not run concurrently with Alex's game, but I'll talk to him about that.

Anyone interested?
« Last Edit: December 15, 2009, 01:44:55 AM by Hunter Sopko »

Taishyr

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Re: More Arkham?
« Reply #114 on: December 15, 2009, 04:40:23 PM »
Sure, I don't mind being a guinean.

Shale

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Re: More Arkham?
« Reply #115 on: December 15, 2009, 08:40:05 PM »
Sure, sounds like fun.
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Yoshiken

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Re: More Arkham?
« Reply #116 on: December 15, 2009, 08:48:20 PM »
I'm... sure I can try. I'll just have to go back to pestering people about rules again. :)

VySaika

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Re: More Arkham?
« Reply #117 on: December 15, 2009, 11:34:03 PM »
I'm up for another game, sure. Though since I just played, I'll give my spot up if someone else wants it of course.
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Talaysen

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Re: More Arkham?
« Reply #118 on: December 16, 2009, 12:09:07 AM »
Sure why not.

Strago

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Re: More Arkham?
« Reply #119 on: December 16, 2009, 03:22:29 PM »
I'd love to. Same as Gate, but perhaps more grudgingly. >_>

Ah, possibly concurrent games? If so, would you and Alex like to pick your players, or the other way around? Or just do it randomly from those who expressed interest in both?

Taishyr

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Re: More Arkham?
« Reply #120 on: December 16, 2009, 03:34:57 PM »
I'm actively interested in both new content and new style of playing, and will likely cheerfully chirp away regarding whatever game I'm not in at the same time as I do running commentary on whatever one I am in.

So, uh, if it comes down to me deciding I'll ask Hatbot, and your call if you do it any other way - equally interested in both branches.

Also we need more tactical nuclear crows, get on that.

Hunter Sopko

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Re: More Arkham?
« Reply #121 on: December 16, 2009, 07:11:32 PM »
After talking to Alex, his game will probably run first, followed by mine. Since we have no idea how long either game will run, if Alex's starts going on too long, I'll just start mine while his finishes up.

I'll probably have a topic devoted just to the setup, since I can't just link you guys to a wiki page to familiarize yourselves with the new investigators, etc. As I said, I'll probably let the players determine which one they want to play and the odd man out can pick any normal Arkham investigator they want.

As a preview, here's Mr. GOO!


Carthrat

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Re: More Arkham?
« Reply #122 on: January 04, 2010, 08:44:23 AM »
If there are slots free for any upcoming arkham horror game, count me in. (Also, I am not an expert in it, so. >_>)
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Yakumo

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Re: More Arkham?
« Reply #123 on: January 04, 2010, 04:41:55 PM »
I'd start another one but I thought Alex and Soppy were planning on doing theirs?

Yakumo

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Re: More Arkham?
« Reply #124 on: January 05, 2010, 07:12:14 AM »
Eh, screw it.  I'm going to open up signups for another game of standard Arkham Horror.  If Alex and Soppy want to do theirs, well, there's nothing that says we can't have more than one going at a time.  Open for suggestions on what expansions people want to play as well, I'm not picky.  Six investigators again, same basic rules I've been using for the last games.

If both of them want to run theirs we'll have to decide whether three is too many but if so I'll go ahead and drop mine so they can do theirs.
« Last Edit: January 06, 2010, 01:16:08 AM by Yakumo »