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I wouldn't hold your breath for my 'next version' either.... but yes, sooner or later I may update the version in the torrent.
(I'll tell you this, though: as much as I like to slag off and pick holes in official cards, the official expansions are still a lot more consistent than anything I've managed so far. I thought Golden Scarab was damn-near perfect when I first posted it online; now, I reckon there's something wrong with nearly every set of cards I made. So, obviously FFG are doing something right. Fair play to 'em.)
On the Northside 3 card (Arkham Encounter deck), at the train station, the text reads: "if it's neither" i.e. if it's not day nor night.....
It doesn't seem possible: if it's not day then it's night... (and vice versa), or maybe I missed something...
On the Northside 4 card: Curiosities Shoppe: when halving the price, do I round the price up? i.e. when price list is 3$ then I pay 2$, when it's 2 or 1$, I pay 1$.
Sin firma
pvdlinde said:
On the Northside 3 card (Arkham Encounter deck), at the train station, the text reads: "if it's neither" i.e. if it's not day nor night.....
It doesn't seem possible: if it's not day then it's night... (and vice versa), or maybe I missed something...
You didn't miss anything, but I think you're the latest victim of my over-pedantic approach to card phrasing. Sorry! It can be neither. Day' and 'Night' are continuous states which are created by the Day/Night card. You don't have to use the Day/Night card; it's part of the Egyptian Exhibit guardian (although it pretty much works on its own). So if you weren't using the guardian, it is neither 'Day' nor 'Night'. I wanted to make encounters which used the Day/Night idea, but I didn't want to make them unusable if you weren't using that guardian, so I always tried to include a clause which explained what happened if the Day/Night card was not in play. In retrospect this was a stupid idea on my part, because it led to crazy card phrases like "If it's not Day....", which meant "If it's Night, or if the Day/Night card is not in use...". Yeesh! What was I thinking?
In light of this and several other questions, I have come to the conclusion that the Day/Night card is, in technical terms, "a really rubbish idea".
I thought it was a good idea at the time; now, I think it would need completely changing in order to be interesting. So I heartily recommend that you ignore the Day/Night card completely until I come up with a revised version. Of course, if you do want to keep using it, it should work, it's just that some of the encounters are written in quite a perverse way in order to make it work.
Regarding rounding prices: I guess I was assuming there's a game 'standard' for this sort of thing, when of course there isn't. I think you should round the price up. But if you want to do it differently, go nuts. It's only a fan expansion, after all.
Thanks for using the cards, anyway - I don't think I'd have ever found all these problems on my own.
It occurs to me that the easiest way to do Day/Night would be to label every environment either Day or Night. There are, big surprise, big problems with this approach, the least of which being creating a list of environment card names with their Day/Night status, and referencing it every few Mythos phases. For that matter, certain headlines also require a Day/Night label.
Alternatively, separate into multiple Mythos decks, drawing alternately from the Day deck and the Night deck. Environments don't work that well for this one either, but they work better.
Thanks for the answers.
IMHO, I don't think the Day/Night card is rubbish, on the contrary! I think that it's one of the great ideas in your expansion, which brings something new to the game. One way to avoid strange texts on the cards like the one I mentionned above, would be to make the use of the Guardian and the Herald mandatory (as I thought it was). All the elements of the expansion should be used. I think that the size of your extension, comparable to the size of CotDP or KiY, means that to make it interesting, and meaningfull, you need to play with the entire expansion... (I always play with the entire CotDP)
Anyway, please don't throw this Day/Night card away, it's REALLY great!!
Sin firma
I won't scrap it completely, but I will probably change what Day and Night do themselves (so it won't be -1 Will or +1 Luck, it'll be something a bit more elegant) and I'll change what causes it to flip over.
Change the flip effect to every turn during the Mythos Phase, and add in the proviso that if a Mythos card mentions Day / Night in the title of the card, the card automatically flips to the appropriate side.
Lovecraft Country Horror: A COMPLETELY FREE "big box" expansion for Arkham Horror, exploring the minor locales of Lovecraft's fiction, including a new board, 16 Investigators plus their corresponding Personal Stories, 4 Ancient Ones plus their corresponding Sinister Plots, 10 Generic Plots, 16 Skills, 32 Common Items, 24 Unique Items, 10 Spells, 10 Cults, Guardians, Heralds & Institutions, 16 Music of Erich Zann cards, 76 Leads, 4 Allies, 32 Monsters, a selection of Miscellaneous Cards, 24 New Injuries / Madnesses, 84 Tokens, 54 Mythos Cards, 41 Outer World Encounters & 52 Location Encounters
On Rivertown 1 encounter card:
1) in the General Store, I think that "actual" should be "actually"
2) Graveyard: the card reads: "Lose 1 Sanity or Stamina then gain 1 Sanity or Stamina". Do we have a choice as to what we gain? I mean, if I lose 1 Stamina can I get it back or do I have to gain 1 Sanity (and vice versa)?
On Rivertown 2:
in the black cave: I think that "pass a will test" should read "Make a will test".
On Rivertown 3:
in the graveyard: it should be written what to do with the remaining tomes (excluding the one that is bought): i.e. "discard the other cards", or something like that.
Sin firma
Thanks for the corrections. 'Actual' is indeed a typo, and 'pass' should indeed be 'make. (As usual, I've made the changes to my 'master' copies of the eon files, so if I ever update the torrent these things will be fixed - but don't hold your breath.)
Rivertown 1 Graveyard: the idea is that you choose what you lose and then you choose what you gain, so if you want to just 'break even' you can do that; otherwise, you'll be one point up on one of the stats, and one point down in the other. In retrospect it's a very low-impact encounter, so I might change it to 2 san/stam in each case.
In the meantime, it should say this:
""We fat all creatures else to fat us, and we fat ourselves for maggots." Lose either 1 Sanity or 1 Stamina, then gain either 1 Sanity or 1 Stamina."
I think that makes it a bit clearer that it's a choice.
Been using this fan expansion with the Dark Pharaoh for a couple of months now and wouldn't play without it. The egyptian theme is obviously very strong, which our group likes, but even with the Dunwich and Innsmouth expansions in the mix the feel is just right. I noticed thecorinthian's comments about his feeling that the expansion does not appear as consistant as first thought but mate you have done a cracker job and as part of several other expansions makes the game a much more pleasurable experience. Well done and thank you for a fine addition to the series.
Without Signature
Hello,
my first post on this forum,
serwus everybody!
it's Polish version CotGS expansion.
As you like it?
Without Signature
Howdy, Corinth! I'm making a custom herald for Avi's thread based on the Werewolf monster. I'm borrowing your day/night idea, and I wanted to see if you had any updates on how you think it should work?
Thanks, and I've printed this expansion and look forward to using it soon!
My advice is worth about as much as you paid for it!
Admiral142 said:
Howdy, Corinth! I'm making a custom herald for Avi's thread based on the Werewolf monster. I'm borrowing your day/night idea, and I wanted to see if you had any updates on how you think it should work?
Thanks, and I've printed this expansion and look forward to using it soon!
Eeee, I'm excited ;') it looks like you're going to beat me to a day/night werewolf herald. Wheee!
The Arkham Horror Fan Creation League
Bloody FFG keeps stealing my avatars…
Admiral142 said:
I'm borrowing your day/night idea, and I wanted to see if you had any updates on how you think it should work?
Hmmm... this is one of the many parts of CoGS that I don't think I got quite right.
I think the idea of having a card which flips over occasionally is pretty solid, but it needs
a) the right effect on each side, and
b) a self-contained trigger to make it flip over.
Of course, other custom cards can interact with the Day/Night card, but those are likely to be very diluted at this point, so the card does need to do something of its own accord. The small skill bonuses/penalties on the version I distributed were a bad idea... I don't know why I thought that would work.
The last good idea I had for Day/Night was that it basically overruled the 'Monsters Guarding Gates' rule. If it was Day, you never had to fight monsters on a gate you just came back though; the monsters could be ignored until you closed the gate, not just for one turn. And of course if it was Night, you couldn't ignore the monsters at all, even on the first turn after you came back.
But the only way that's remotely fair is if there's some degree of predictability to when the Day/Night state changes. You need a timing mechanism so that it's always possible that the state will change, but it will only actually change once every few turns. Changing between day and night based on monster movement patterns might be the way to go. I tried almost every other combination of timing mechanisms on Mythos cards, and none of them work. Doom tokens are too frequent, monster surges are too rare, bursts are too rare, bounces are too rare.
Hmmm... Tying day and night to movement is a good idea... I hadn't thought of that before. Nice :')
The Arkham Horror Fan Creation League
Bloody FFG keeps stealing my avatars…
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