DiePingu's page

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If I had to add my 2 (or more) cents)

1) Permadeath - drop it as a main rule and have it as one of a bunch of Iron Man type rules (if you want penalties for failing scenarios you can stick them into this as well). For my group, we would probably not use them as they are a buzzkill, and we do not play regularly enough for this to be anything other than an arse - but for others it could add new layers to a game they play a lot.

2) Stash - this is one of the single best changes in the app version of the game and something my group practically does already (we keep loot cards gaained in a sort of stash)

3) Building decks between games - currently there is a weird dynamic around not wanting to acquire crap cards just before you get a card slot. You coudl fix this by giving you the chance to pick Adventure Dexk - X or a particular type of card from the box as a reward for a particular adventure or scenario or closing a certain type of location (note not random)

4) Side missions - there are sveral types of these, character specific, team missions, adventure / scenario specific ones. These should be baked into character / scenario / adventure design by default (e.g. Character X is looking for their lost brother, certain cards that can be acquired over the course of the game may provide clues...)

5) Quests - slightly different from the above, a new type of card which asks you to do a particular thing (like get X number cards of a certain type for a cool reward) - these would be a card you can encounter in a location, but would probably need to be something you could carry over from one adventure / scenario to another

6) Location cards - make these a bit bigger (maybe of a stiffer material) and easier to read?

7) Location traits - midway through Wrath as my group currently are I suddenly noticed that these have very little impact on how we play. I don't know if it is the type of characters we pick, or we are missing something...

8) Include a camp location card? Something you can go back to to drop things off and do side actions rather than always be at a location?

9) More story, not quite sure how to do this - but the app does a good job of working this in

10) More killer hedgehogs, you always need more killer hedgehogs


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Irgy wrote:

We're playing two players and at least for the middle scenarios seriously regretted picking one character who's excessively focused on combat to the exclusion of any other useful abilities (Seltyiel), and then supporting him with a character who's best ability... is to help other players with their combat checks (Lirianne)!

The role cards are really turning that around though. Seltyiel's ability to throw attack spells at barriers and ships turns him right around from super-narrow to truly versatile, and Lirianne's deadeye scouting is pretty awesome with two players.

I can see where you're coming from, Lirianne's powers are pretty solid but none just say "omg I must have that" the way some other characters do. Which is better in a way though, I kind of feel sorry for some of the other powers that might be interesting but I'd never take them because there's another choice that gets all the attention.

Know that feeling, our group is fairly combat heavy (Lirianne, Seltyiel, Damiel, Oloch and some ninja dude from one of the other packs with glowing eyes) plus Ranzak. I have a running competition with the guy playing the ninja over who kills more sharks at shark island.

On the plus side it is a testament to how well the game is designed that the guy who plays Damiel has not found any massive exploits / holes in the system (his ability to break board / computer / roleplaying game systems us legendary).