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I would love to see a more fluid story progression with more variable paths to choose from and decisions along the way, perhaps with some variation in difficulty. Maybe there are clues hidden in each location (shuffled in) which would give you an optional locations to add to the next scenario.

You don't need it to progress, but you would have to decide if further exploration into the locations is worth the time vs. the blessing deck and your remaining life.

I would love to see lingering consequences for awesome victories or harsh defeats, and a way to dig out of the bad ones and lose the good ones.

I would love to see teamwork move away from blessings. Tests are boring when the best option is to toss blessings at checks. I know this is pretty core to the game, but limiting # of blessing per check would make for more tension. Give us more reason to be at the same location and to interact more without blessings.

I think there are a few things that Arkham Horror: the Card Game is doing well (though I don't prefer it to Pathfinder). I love how you note things that happen in a log, and then those things will matter at some point in future scenarios. This could be awesome in Pathfinder too. Did you make choices or defeat certain enemies in Adv 1 or 2, then you have to now face something in Adv. 5 or add another location, or shuffle in more monsters or henchmen or a villain, or loot. This would also add more replayability within each box. The mystery is cool.

I would also like to see a running gauntlet style quest or side quest. You keep building locations until the party withdraws or is knocked out. Maybe there would be tiered rewards, possible choices in what location you choose to go to. This could be repeatable, and the party could choose when they would attempt it. This could even be a separate product that a party could attempt no matter what box they are playing out of.

Thanks for seeking input. Love the game.

Ryan