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" My issue with the tasks and missions is that most find them to be worth the time "never," or "hardly ever."
Like way too much is in this wonderful game.
"I'm pretty sure the intention was to give some extra rewards and encourage players to go to often unvisited areas (including the flyer-attracting streets, which are seldom stopped in)."
Sometimes in a 5+ player game there isn't enough for everyone to do. Especially toward the late middle game, when 3 or 4 gates are sealed, no clues on the board and a couple of bumps in a row. Of course, at that point the tasks (probably too late for missions) still really don't give enough to make it worthwhile. This is the point at which we start dissecting at the science building or just visit some hopefully clueful places that aren't dangerous.
"Dad, I don't think you understand this game. We're not really supposed to win." said Emily."
mageith said:
" My issue with the tasks and missions is that most find them to be worth the time "never," or "hardly ever."
Like way too much is in this wonderful game.
"I'm pretty sure the intention was to give some extra rewards and encourage players to go to often unvisited areas (including the flyer-attracting streets, which are seldom stopped in)."
Sometimes in a 5+ player game there isn't enough for everyone to do. Especially toward the late middle game, when 3 or 4 gates are sealed, no clues on the board and a couple of bumps in a row. Of course, at that point the tasks (probably too late for missions) still really don't give enough to make it worthwhile. This is the point at which we start dissecting at the science building or just visit some hopefully clueful places that aren't dangerous.
::Snort:: 5+ player game? Ugh. Time to add in some expansions and the Black Goat herald.
The Arkham Horror Fan Creation League
Bloody FFG keeps stealing my avatars…
::Snort:: 5+ player game? Ugh. Time to add in some expansions and the Black Goat herald.
Snort back at ya!
Black Goat wasn't around when missions and tasks were created.
I think the real question is why Oh why are there so many interesting things in Arkham horror that never or hardly ever get utilized? Is it an insane or neferious plan of the designers as was alledged or is it more that the designers are attempting to remain true to the stories (my opinion).
I teach lots of people how to play that game at conventions and usually the games are 5-7 players. I don't want to make it too hard for them, but since these are folks I don't know, I don't know how quickly they'll catch on or figure out the patterns. As the game closes to a usually victorious finish, there is sometimes a lull.
My experience is that the neat stuff is of wildly variant quality. For example, I'd be interested to know if anyone has purposefully attempted to turn up the Rare Book Collection or garner Velma's gratitude?
In the calculations for the values in tasks and missions I note there's been two references to the River Docks to determine values of monster trophies and gate trophies, yet I wonder how many have actually ever gone there with their trophies and traded them for filthy lucre? I've traded them in for clues and early on for blessings and often for the deputy, but never for cold cash.
"Dad, I don't think you understand this game. We're not really supposed to win." said Emily."
mageith said:
mageith said:
Early on Docks used to see quite a bit of action. Getting $5 meant you had enough money for an Elder Sign. Never thought about how lucky you'd need to be to draw one though. Since those early games, RD doesn't really see a lot of action, mainly as refuge if Unnamable and Unvisited Isle are infested with monsters and an investigator just closed/sealed a gate at one of those locations and doesn't have a fighting chance, I'll crank Sneak up and hope for the best. I've used RD once to get money against "Mad Bomber" but that's about it.
We trade trophies for clues, clues and clues. Deputy gets some burn, allies and blessings, meh.
A dirty mind is its own reward.
mageith said:
" My issue with the tasks and missions is that most find them to be worth the time "never," or "hardly ever."
Like way too much is in this wonderful game.
"I'm pretty sure the intention was to give some extra rewards and encourage players to go to often unvisited areas (including the flyer-attracting streets, which are seldom stopped in)."
Sometimes in a 5+ player game there isn't enough for everyone to do. Especially toward the late middle game, when 3 or 4 gates are sealed, no clues on the board and a couple of bumps in a row. Of course, at that point the tasks (probably too late for missions) still really don't give enough to make it worthwhile. This is the point at which we start dissecting at the science building or just visit some hopefully clueful places that aren't dangerous.
It sounds like your group plays A LOT like mine does 
We do the same exact thing.
'The healthy, fully-functioning person knows herself as both strong and vulnerable, as pure yet tarnished, simultaneously special and ordinary.  The one who feigns flawlessness is a long way from wholeness.' - Marsha Sinetar
 
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