
Frencois |
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Great blog as usual. However if I may...
Don't be afraid to abandon characters...
I guess it works if a single player is behind multiple characters.
In our little world it NEVER happens.Good luck Shannon trying to tell any of us to "dump" his alter ego. :-)
Nice advices to optimize success in the game.
Now once you've played a while and become a veteran and feels like the first base sets are too easy, something you can do it pretty much the opposite of your blog. I mean tell everyone in your party to select a preferred character WITHOUT asking the others what they plan to do.
And then try to live on the full adventure.
Something fun happens then : like, nobody has arcane... well then any arcane spell boon is free for all rather than automatically going to the wizard. And fighters start to cast spells when required.
I mean, optimization always leads to some king of automatic playing. De-optimize and we are back into creativity. :-)

Doppelschwert |

This is an interesting article; counting the secondary skills on the characters from the base set is a really great idea.
I just did that for all base sets and discovered some interesting things; in particular, Divine always belongs to the top 3 and is shared by at least 4 characters in each set.
What is really curious is the absence of Survival in SnS - it has the least occurence of any base set (2 for SnS and MM, 3 for RotR and WotR) but is heavily featured in the ship combat mechanic.

Dal Selpher |

You should never follow any of this strategy advice if it's impacting your fun, and that's especially true when you're picking characters. Yes, it's great to have characters that work well together, that can answer all of the game's challenges, and that make optimal use of your cards. But don't let it stop you from taking the character that you'll enjoy playing the most.
I have a friend who LOVES to play Tup. I've never seen him enjoy himself more while playing than when he makes me discard 4 cards after "helping" me with a check.

Axoq |

Great blog as usual. However if I may...
Shannon Appelcline wrote:Don't be afraid to abandon characters...I guess it works if a single player is behind multiple characters.
In our little world it NEVER happens.
When we started playing Mummy's Mask, people picked the characters they thought seemed cool or were the class that they usually play. We did the first few scenarios and got really stuck. We swapped out some characters and tried again. The new combination worked.

Irgy |

Re "Manage gaps with cards" I agree with the idea, but I disagree with the examples. I find it generally unhelpful to have cards which add dice to skills the character doesn't already have. Usually (even if you're surprised by something) you have a choice of skills, and making the worst option better is rarely helpful.
What's good for filling gaps is auto-succeed abilities. Those take the worst option and turn it into something actually better than the best other option.
Which is why Burglar and Masterwork Tools are still good cards, but for their other abilities - adding dice to any barrier (so on a disable barrier you can still use your d6 dex + d10, instead of d4 + d10), and auto-succeeding at barriers (up to a limit).

ShannonA |
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Abandon characters? But by the rules, you have to grind the characters to level them up!
Obviously an early abandonment, before the end of the preliminary arc, can work under any circumstances.
I didn't want to go beyond that in a semi-official strategy posting, but personally, we don't require characters to play missing scenarios. Over in the roleplaying world, one of the concepts that really opened my eyes in the early '90s grew out of the RuneQuest community: it was the idea of MGF. Maximum Game Fun.
Given that Fun is the purpose of entertainment, you do what you can to maximize it, at least in a way that doesn't defeat the competitive core of the game. So adapting that to PACG, we just let anyone accrue any checkboxes that their character had missed. Everyone else was still happy because they had better cards thanks to their play, and the previously absentee players were happy because they had the otherwise unobtainable thing and stayed at par with the rest of the group.
Obviously, personal house rule: YGWV (to use another term that grew out of that same gaming community).

Zhayne |

Abandon characters? But by the rules, you have to grind the characters to level them up!
Our group thought it was a bad rule, so we just houseruled it that you get all the feats that everybody else did when you make a new character, especially when you're in a 'my character isn't working out, I need to swap' situation. No point penalizing someone for that.
The more I think about it, the more it amuses me that in a weird way, the PACG plays like Overwatch. You need a varied group, synergies are awesome, and you shouldn't be afraid to swap out if what you have isn't working.

Irgy |

Just to play devil's advocate, some upsides of playing through the earlier scenarios:
* You get used to the new character, and can make more informed choices about what feats (and card) to take.
* You get a chance to gather suitable cards.
That said it's a lot of effort. I've played a new character solo through all of B and 1 before but that's probably about my limit. And even then, it was mostly just something I wanted to do for its own sake anyway.

Frencois |
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Some upsides of playing through the earlier scenarios:...
* You get a chance to gather suitable cards.
Actually M. Devil ;-), one of the thing we like in the way we handle catching-up for dead characters (see above) is that, since they just rejoin the game and don't get to replay previous stuff, indeed they will never have as many opportunities to gather suitable cards (e. g. loots) as those who do not die. We are VERY happy with that.
We wanted a house rule that at the same time:
- Allows to keep playing together (i. e., no need to have the dead guy replay alone some stuff or force the others to replay already won scenarios which doesn't really make sense in roleplay story - the villain is already dead)
- Does not kill your fun (i. e., give you a chance to get all your feats back so you can play those fancy powers)
- But still makes you try to avoid death by making sure there is some kind of "acceptable but yet real" permanent pain (i. e., you won't get again all those nice opportunities to get boons and loots and to optimize your deck that your friends that didn't die had - and you may even be stuck with basic cards for a while)
After at least 3 years of playing that way, we really love it. Although I must admit, because it works as "make sure you don't die" rule, we had very little deaths (but in each case the catching-up was fun to play both for the one who died and for the rest of the party).
We had many more cases when a player couldn't show up for a game. And (as explained above) the house rule works very well for that. So for easiness and consistency, I doubt we'll review our "death" rule.