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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Apr 2, 11:02 AM (CDT)
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MillMaster
Joined: Thu, 2008 Jan 17, 8:47 AM (CST)
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Yhtill wrote:
Of Earth and Weald
All monsters are considered to have the Moon symbol for the purpose of movement.
+2 Shub-Niggurath
+2 Shudde M’ell
Another creative idea, pretty cool... maybe we should add a sentence for clarification puposes:
If a Mythos card shows both the moon symbol and the creatures original symbol, it moves according to its original symbol.
Aww.. you mean we cant make the tear the monster in half and move it both ways?
Disorder of Lunacy
Investigators who end their movement at a stable location other than the Asylum or Hospital lose 1 stamina
+2 Azathoth
+2 Hastur
Not sure about this one... hm.
This is one of the ones that should stay in play the whole game, as it pushes players to focus on the game, and pay a penalty if they ever use stable locations.
Enduring Calamities
When this card comes into play, each Investigator discards 1 clue or is Cursed.
While a player is Cursed, they can not be Blessed.
+2 Yig
+2 Tsathoggua
Okay.
Another one that isn't to bad if it stays in play, as getting cursed is not that common.
Cannibalistic Regeneration
Undead monsters are Endless.
When an Undead monster is defeated in combat, make a Luck (-1) Check. If you fail, that monster stays in play.
+2 Glaaki
+2 Ithaqua
I like it!
Due to the limited number of undead, and the fact that you get to make a check to avoid it, making it stay in play the whole game is not that bad either.
It came from the stars
Draw a number of random flying monsters equal to the current number of doom markers and place them in the sky.
+2 Hastur
+2 Glaaki
Awsome... can get super crazy if this is towards the end. But obviously we can adjust the average number of turns it takes to reveal the AO, so this might not be to bad if it is averaging 3-4 turns.
Outer Madness
Each time an investigator enters another world, he most roll a die: If the result is higher than his current sanity, he must draw a madness card.
+2 Azathoth
+2 Nyarlathothep
Very interesting. Good balance, as there may only be a few investigators going into OW's before the AO is revealed.
Sacrifices for the Angry One
Each investigator must discard one monster trophy or an ally. If he can't, he must draw an injury card.
+2 Yig
+2 Ithaqua
Good one shot effect.
Unholy fertility
For each monster in Arkham, roll a die: For 4-6, place an identical monster from the cup on the field. (If there is no identical monster left in the cup, ignore the effect.)
+2 Abhoth
+2 Shubb-Niggurath
Not quite sold on this one...
World falling apart
Gates move like black-bordered monsters according to their dimensional symbols. If a gate is on a street field and next to an unstable location with neither gate nor elder sign, it moves there when its symbol is drawn.
If a gate enters a field with an investigator, he is sucked through the gate and delayed.
+2 Tsathoggua
+2 Yog-Sothoth
Wow.. thats a crazy idea... might be a little to powerful for this kind of setup but it would be AWESOME for a herald. It really has the potential to be a great primary ability for someones herald...
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Apr 2, 2:34 PM (CDT)
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Emmanuel M
Joined: Thu, 2008 Mar 13, 3:28 PM (CDT)
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This looks like an extremely interseting expansion.
Would it be possible to add ?
*1/ a mechanism for investigators to spend clues to influence the selected GOO (representing investigators investigating to understand which GOO spreads terror upon arkham)
*2/ a bigger likelihood of more dangerous GOO's, to compensate 1
*3/ more than a few "loose your biggeR/more expensive weapon" in order to give investigators an incentive to visit shops when the first turns are over.
*/ One or two cards that raise the terror track
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Apr 2, 4:25 PM (CDT)
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MillMaster
Joined: Thu, 2008 Jan 17, 8:47 AM (CST)
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I think that once we get the statistical dispersals fixed and linked up with the thematic interpretations of the pairings of GOOS, it would be possible to make some extra cards you could stick in there if you wanted to make a certain set of GOOs more likely to appear.
I don't see why investigators could spend clues to influence the decision, that sort of defeats the whole idea of a hidden ancient one.
Also, why do the investigators need to be influenced to go shopping? It is not like they will have a bunch of free turns to gear up, they will be playing the game as normal.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Apr 2, 4:53 PM (CDT)
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jgt7771
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MillMaster wrote:
Yhtill wrote:Disorder of Lunacy
Investigators who end their movement at a stable location other than the Asylum or Hospital lose 1 stamina
+2 Azathoth
+2 Hastur
Not sure about this one... hm.
This is one of the ones that should stay in play the whole game, as it pushes players to focus on the game, and pay a penalty if they ever use stable locations.
I've been watching this thread with great interest, as I still keep the selected GOO hidden for 3 turns (with a modified Monster Cup) for most of my games (hasn't changed my victory percentage one bit). I didn't feel the need to butt in, since this one is statistically-heavy and y'all had some darn nifty ideas anyway.
But I violently reject anything that punishes a player from entering spaces that they RARELY enter anyway!!! I realize you got a theme of doom going here, but do you know that I can STILL count on ONE HAND the number of Encounters I have seen from the River Docks? Or Ma's Boarding House? I think with two hands I could count Velma's Diner! And keeping this travesty in play the WHOLE GAME??? Guys, what are you THINKING??? This card could DESTROY KINGSPORT!!!
Reconsider. PLEASE.
This message was edited 2 times. Last update was at Wed, 2008 Apr 2, 4:55 PM (CDT)
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"Your call is important to Us. Please stay on the line. Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn.
Ia, Cthulhu fhtagn." |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Wed, 2008 Apr 2, 5:30 PM (CDT)
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EvilAmarant7x
Joined: Fri, 2008 Jan 18, 12:36 PM (CST)
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I wholeheartedly agree! The way most of our games work out, either everybody is scrambling for clue tokens, or killing monsters, and no one has encounters for the fun of it because they simply can't. And then on the other hand, when we get good games where we can take it at at comfortable rate, we skip mythos encounters that don't do anything, so we can get the game finished quicker (to counteract the forever games that we sometimes get), and we don't have 'fun' encounters.
Now, while some environments exist that make it more difficult to enter stable locations (something about a sandstorm, probably in CotP), they don't penalize the investigator for doing so. There is a fine line (especially in this game) between having something that adds challenge to a game, and something the makes it less fun, and I believe this crosses that line. Boo!
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Apr 3, 5:53 AM (CDT)
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zaddark
Joined: Tue, 2008 Jan 22, 3:33 AM (CST)
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This is fantastic work, I really like this one. Really something that should have been in the original version in my opinion. I´m excited to get testing this one and have already made the omen cards for it. I´m only missing that "+2 Cthulhu, +2 Shudde M`ell"-card and cannot make up anything reasonable in it... Here are some complete cards:
Backside is done with some hue adjustment to original mythos card back and frontside is Strange Eons modified custom location card. Cards are printed in 100-120g photo paper and covered with book covering film. The layout is not maybe the best possible, but enough for now.
I´ll test this as soon as I get that last card done.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Apr 3, 7:02 AM (CDT)
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scotherns
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Joined: Tue, 2008 Jan 22, 3:11 AM (CST)
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Yhtill wrote:Unholy fertility
For each monster in Arkham, roll a die: For 4-6, place an identical monster from the cup on the field. (If there is no identical monster left in the cup, ignore the effect.)
This sounds good, but will be a pain to actually have to do. I would just draw another random monster on 4-6.
This expansion sounds amazing by the way. A really good idea!
Cheers,
Steve
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So many games, so little time... |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Apr 3, 7:35 AM (CDT)
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Yhtill
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MillMaster wrote:
World falling apart
Gates move like black-bordered monsters according to their dimensional symbols. If a gate is on a street field and next to an unstable location with neither gate nor elder sign, it moves there when its symbol is drawn.
If a gate enters a field with an investigator, he is sucked through the gate and delayed.
+2 Tsathoggua
+2 Yog-Sothoth
Wow.. thats a crazy idea... might be a little to powerful for this kind of setup but it would be AWESOME for a herald. It really has the potential to be a great primary ability for someones herald...
Yeah, I love that one... Maybe we should make it the tier-3 omen for Yog-Sothoth for its extreme gate-related craziness? Not sure.
Also, after rethinking it I thought the second sentence should be changed to:
"If the Moon symbol is drawn, gates on street move to neighbouring unstable locations witt neither gate nor elder sign. (If their are two possible locations, roll a die.)"
This is better because with the original rule, gates will only move from location to street and back.
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"Have you found the yellow sign?"
Sardak N'orr - Rosco2
Sol - Rosco4
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Apr 3, 7:44 AM (CDT)
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Yhtill
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Emmanuel M wrote:1/ a mechanism for investigators to spend clues to influence the selected GOO (representing investigators investigating to understand which GOO spreads terror upon arkham)
I wouldn't give the investigators the chance to influence the outcome of the omens on a regular basis - having one rare 'special omen' as described above is enough in my opinion.
However, their is another rule I suggested in the original thread and I want to bring it up again: Interogating cultist! Each time a cultist is beaten in combat, the investigator can choose to interrogate him about what the cult is up to. In this case, he doesn't gain the trophy - but instead, he can draw an omen card and give the named AOs their omen points - but without resolving the effect of the omens. A saver way to bring forward the revelation of the AO.
Emmanuel M wrote:*2/ a bigger likelihood of more dangerous GOO's, to compensate 1
I like giving every AO an equal chance, but if someone wants to change this, he can easily do this, eg by removing the tier-3 omens of some AOs.
Emmanuel M wrote:more than a few "loose your biggeR/more expensive weapon" in order to give investigators an incentive to visit shops when the first turns are over.
Hmm... from my gaming experience, this doesn't really feel that necessary... but hmmm... I may just have had an idea...
Emmanuel M wrote:One or two cards that raise the terror track
Have been thinking about this, but so far no interessting idea came up. Maybe for one of the tier-1 omens.
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"Have you found the yellow sign?"
Sardak N'orr - Rosco2
Sol - Rosco4
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Apr 3, 7:50 AM (CDT)
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Yhtill
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scotherns wrote:
Yhtill wrote:Unholy fertilityThis sounds good, but will be a pain to actually have to do.
Aggreed, and good point. I will rethink this omen.
On the 'Disorder of Lunacy'-issue, I agree with jgt7771 and EvilAmarant7x - the stable locations are used seldem enough and I wouldn't punish player for using them. I would even say that some rule which encourages people to have encounters at stable locations would be nice.
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"Have you found the yellow sign?"
Sardak N'orr - Rosco2
Sol - Rosco4
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Apr 3, 7:52 AM (CDT)
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Yhtill
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zaddark wrote:Here are some complete cards:
Wow, nice!
... just a short notice, I may be around a bit today, but then I will be offline until monday, so don't exspect to here me during the next days.
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"Have you found the yellow sign?"
Sardak N'orr - Rosco2
Sol - Rosco4
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Thu, 2008 Apr 3, 2:59 PM (CDT)
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Emmanuel M
Joined: Thu, 2008 Mar 13, 3:28 PM (CDT)
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Yhtill wrote:1/ a mechanism for investigators to spend clues to influence the selected GOO (representing investigators investigating to understand which GOO spreads terror upon arkham)
I wouldn't give the investigators the chance to influence the outcome of the omens on a regular basis - having one rare 'special omen' as described above is enough in my opinion.
However, their is another rule I suggested in the original thread and I want to bring it up again: Interogating cultist! Each time a cultist is beaten in combat, the investigator can choose to interrogate him about what the cult is up to. In this case, he doesn't gain the trophy - but instead, he can draw an omen card and give the named AOs their omen points - but without resolving the effect of the omens. A saver way to bring forward the revelation of the AO.
Thanks for taking the time posting detailed answers. I should have developped my idea a little more.
The idea of allowing investigators to spend clues to influence the choosen GOO has an RPG basis. Imagine a party of investigators. They wander in Arkham, see dire things happen. They realize the dreadfull fact that a GOO may invade arkham. They try to prevent it !
This is the basis plot of the game. While not knowing that much about the GOO, they try to gather as much information about the supernatural events in Arkham. Hence the clue tokens. I think it would be logical for them about the GOO going to come, or, if they have Ctulhu mythos knowledge, about wich GOO is going to come. Hence they investigate about wich GOO is coming. This could be faithfully represented by an ingame mechanic deciding that investigators may use clue tokens to influence the coming GOO, which would represent the fact that heroes are using their knowledge and their invetigation to know more about the impending GOO. this way, spending clue tokens to help choosing the GOO would represent the fact that investigators focus their investigations on telling wich GOO is coming.
This message was edited 1 time. Last update was at Thu, 2008 Apr 3, 3:00 PM (CDT)
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Fri, 2008 Apr 4, 10:53 AM (CDT)
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MillMaster
Joined: Thu, 2008 Jan 17, 8:47 AM (CST)
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We need to write up the rules, and a finalized version of the text so it can be distributed.
Zaddark, if you have eon files, could you zip them and send them to me, I would like to convert them to a single PDF document with the rules and all the cards on them.
Oh, and I fixed my excel macro and ran the new AO parings with the following results. I should be adding in a standard deviation formula this weekend...
Current pairings as I have them:
Number To Add
1 Azathoth Nyarlathotep Glaaki Shudde M'ell
1 Cthulhu Hastur Yig Glaaki
1 Ithaqua Tsathoggua Shudde M’ell Abhoth
1 Nyarlathotep Yog-Sothoth Hastur Ithaqua
1 ShubNiggurath Yig Yog-Sothoth Abhoth
1 Azathoth Cthulhu Tsathoggua Shub Niggurath
2 Nyarlathotep Abhoth
2 YogSothoth Cthulhu
2 Shub Niggurath Shudde M’ell
2 Azathoth Hastur
2 Yig Tsathoggua
2 Glaaki Ithaqua
3 Cthulhu
3 Hastur
3 Yig
3 Glaaki
3 Azathoth
3 Nyarlathotep
3 Yog-Sothoth
3 Shub Niggurath
3 Ithaqua
3 Tsathoggua
3 Shudde M’ell
3 Abhoth
RESULTS after 10000 runs using 4 as the number to win:
Name Wins Ties
CTHULHU 859 135
HASTUR 789 181
YIG 856 144
GLAAKI 836 131
AZ 850 154
NARLY 836 155
YOG 529 157
SHUB 566 104
ITHAQUA 793 192
TSAT 814 187
SHUDDE 582 117
ABHOTH 836 158
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Here I am, brain the size of a planet, and they ask me to spend my time on these forums. Oh, and for any of you turning into a penguin, stop it! |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Fri, 2008 Apr 4, 11:30 AM (CDT)
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zaddark
Joined: Tue, 2008 Jan 22, 3:33 AM (CST)
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MillMaster wrote:Zaddark, if you have eon files, could you zip them and send them to me, I would like to convert them to a single PDF document with the rules and all the cards on them.
Sure. I sent you pm about it.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Fri, 2008 Apr 4, 11:58 AM (CDT)
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EvilAmarant7x
Joined: Fri, 2008 Jan 18, 12:36 PM (CST)
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Just wondering Mill, does your macro 'remove' cards once they've been selected once?
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Fri, 2008 Apr 4, 12:15 PM (CDT)
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MillMaster
Joined: Thu, 2008 Jan 17, 8:47 AM (CST)
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Evil, my macro generates a random ordering of the cards, and then starts at 1, recording each AOs total in its own variable. When one or more hits 4 or better it records it as either a win or tie. Then I just repeat X times.
Doing it this way gives me the ability to do a single run that shows me all the AOs and what their number was on any given turn.
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Here I am, brain the size of a planet, and they ask me to spend my time on these forums. Oh, and for any of you turning into a penguin, stop it! |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Sun, 2008 Apr 6, 1:26 PM (CDT)
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ArcadianRefugee
Joined: Sat, 2008 Jan 19, 5:31 PM (CST)
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MillMaster wrote: Star-crossed Planet: When this card comes into play all Investigators must make a Fight (-1) [2] Check or lose 2 stamina. Only lose 1 stamina if you get at least 1 success.
This is written oddly (no offense).
Normally, "Fight (-1) [2] Check or lose 2 stamina" would mean lose of 2 Stamina on 1 or fewer successes, but you've "Only lose 1 stamina if you get at least 1 success" which would mean loss of 1 Stamina even if you pass.
Or is it saying that you lose 2 with no successes, 1 on 1 success, and nothing on 2 successes? If so, it might be easier to just say "Make a Fight (-1) check. Lose Stamina equal to 2 minus the number of successes" or something.
That aside, this whole "Omens" idea is phenomenal. My group and I will definitely be keeping an eye out for the finished product.
@ Yhtill
I like the idea about interrogating Cultists.
Edit 1
Unspeakable Name: "players discard all tomes. Raise the terror level by 1 for each discarded. The terror level can not go above the total number of investigators while this card is in play."
"The terror level can not increase by more than the total number of investigators" might be better. As written, it sounds as if the Terror Level cannot go above 4 (in a four investigator game), and "while this card is in play" seems to prevent it from increasing in other ways, which sounds odd to me. But maybe that's me.
This message was edited 1 time. Last update was at Sun, 2008 Apr 6, 1:46 PM (CDT)
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Sun, 2008 Apr 6, 3:37 PM (CDT)
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MillMaster
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ArcadianRefugee wrote:
Unspeakable Name: "players discard all tomes. Raise the terror level by 1 for each discarded. The terror level can not go above the total number of investigators while this card is in play."
"The terror level can not increase by more than the total number of investigators" might be better. As written, it sounds as if the Terror Level cannot go above 4 (in a four investigator game), and "while this card is in play" seems to prevent it from increasing in other ways, which sounds odd to me. But maybe that's me.
I don't want the TT to go up at all while this card is in play. (happy days are here, for a while)
This card has the potential to increase the TT quite a bit in once shot, and a freeze on TT increase for a few turns seems like a good trade off...
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Here I am, brain the size of a planet, and they ask me to spend my time on these forums. Oh, and for any of you turning into a penguin, stop it! |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Sun, 2008 Apr 6, 3:52 PM (CDT)
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ArcadianRefugee
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MillMaster wrote:I don't want the TT to go up at all while this card is in play. (happy days are here, for a while) This card has the potential to increase the TT quite a bit in once shot, and a freeze on TT increase for a few turns seems like a good trade off...
That seems uncharacteristically ... gentle for the game.
I guess in retrospect it isn't "awful" doing it that way, what with the possibility that the TT will shoot up quite a bit in one turn; staving it off for a bit after is the nice thing to do.
Still, it feels weird to say that.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Sun, 2008 Apr 6, 5:52 PM (CDT)
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MillMaster
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Well, if you have a 6 player game, and you raise the TT to 6 on like turn 4 or 5, things could get out of hand fast. (Play my lovely Arkham Campaign if you want permanent evil effects... )
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Here I am, brain the size of a planet, and they ask me to spend my time on these forums. Oh, and for any of you turning into a penguin, stop it! |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Sun, 2008 Apr 6, 6:31 PM (CDT)
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lemmingsunday2
Joined: Fri, 2008 Feb 29, 4:15 AM (CST)
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Hello,
Since, this expansion idea is turning out so lovely, and is getting a lot of work, wouldn't it just make sense to go ahead at this time and work in the basic card distribution for the four GOOs coming to a store near you in Kingsport.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Sun, 2008 Apr 6, 8:04 PM (CDT)
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greenrowan
Joined: Tue, 2008 Apr 1, 11:38 AM (CDT)
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yea thats actually a good point. Additionally, working in a balance so that new AOs can be added without screwing up the balance of which gods end up selected is math I don't even want to think about.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Sun, 2008 Apr 6, 8:18 PM (CDT)
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MillMaster
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lemmingsunday2 wrote:Hello,
Since, this expansion idea is turning out so lovely, and is getting a lot of work, wouldn't it just make sense to go ahead at this time and work in the basic card distribution for the four GOOs coming to a store near you in Kingsport.
Yeah, you got their names?
No way to keep thematic continuity if we just put "KH AO 1", "KH AO 2" etc...
Also, do we know that the new GOOs will be playable without the Kingsport board?
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Here I am, brain the size of a planet, and they ask me to spend my time on these forums. Oh, and for any of you turning into a penguin, stop it! |
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Sun, 2008 Apr 6, 11:41 PM (CDT)
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lemmingsunday2
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Well,
We do know one - a big fat spider.
Kevin, mentioned somewhere that each of the big box expansions is to have four GOOs, so with the fouth expansion there will be twenty in all.
The idea that the GOOs will be expansion specific, well I suppose it is possible, but it hasn't happened yet. And even if they are I doubt seriously that the current GOOs aren't usable if one adds the Kingsport expansion.
KH AO 1", "KH AO 2... yeah that ought to work in a general manner. Tier 3 cards can be worked out when the GOOs are known. A KH AO 1 can be placed on a card, but once the GOOs are known in full, one can write in the correct new GOO.
It isn't like Astronomical-Abberration, Was-It-a-Dream, Star-crossed-Planets, Profane Dogma, etc...
are so GOO specific that almost any GOO couldn't be on those Omen card.
No disrespect intended, as you are the creator of many of this ideas.
The Omen cards are just such a good idea that if people use them then they will want to use it with the GOOS just coming around the corner in months.
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![[Post New]](/ffgforums/templates/default/images/icon_minipost_new.gif) Mon, 2008 Apr 7, 9:20 AM (CDT)
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MavHunter
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Joined: Mon, 2008 Feb 18, 12:32 PM (CST)
Messages: 17
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MillMaster wrote:Also, do we know that the new GOOs will be playable without the Kingsport board?
I haven't added to this topic yet but have been following it very closely.
Mill- as for the above concern the Dunwich AO's are not Dunwich board specific, in the same way that none of the Dunwich Investigators have starting locations on the Dunwich board. This was a good plan so as not to tie the use of these cards to the board, and it's probably a good bet FFG will repeat this strategy with the new AO's and Investigators.
greenrowan- you make an excellent point. In planning for the Kingsport AO's (I suspect 4 will arrive, as with Dunwich) I have added 2 of my own creation (Dracula from these forums, and i'm working on Odgru Jahad from the Hellboy comics as an AO).
With those 2 (or any 2) and the suspected 4 more in Kingsport that makes 18 all together. With 18 you can redistribute the tier-1 cards into 3 AO's apiece (using placeholder names: "KH-AO-1", that are mentioned above until the AO's arrive). The tier-2 will understanably be tricky since if they are made prior to the KH release you would be hoping to find a theme among them. More likely themes can be created with the AO's that are known adding the place holder name to the card for the AO's that aren't, and then this can be re-worked as needed after the release. Tier-3 cards: just wait to make the new ones, the game should be here soon anyway, right? (HAHAHA!, I kill myself...). But seriously, fewer Tier-3 style cards won't imbalance this idea too much while waiting for KH to fill in the gap.
To create plenty of distribution I am toying with 12 "generic-y" tier-1 (with no AO repeat pairings being possible), 18 "theme-y" tier-2 (again no repeat pairings), and 18 "specifically themed" tier-3.
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