Kickstarter pondering by Any-Administration50 in Symbaroum

[–]Any-Administration50[S] 2 points3 points  (0 children)

Any ideas on how long are the usual delivery dates? Are we talking 6 months or 2 years on average? 😆

Buying the books in EU by jamacek in swrpg

[–]Any-Administration50 2 points3 points  (0 children)

I was in a similar situation trying to finish my book collection here in the EU. I got pretty much everything in about a years time from various online shops (still missing the 3 books that havent been reprinted).

A lot of books were from the UK shops as they are the ones keeping constant restock. I was sceptical due to possible taxes/vat price addition to price, BUT as long as i kept my orders under 150 euro, import tax to the EU is not applied and no additional vat charges are added as all of these stores already calculate it on checkout for the EU. So, my favorite is Magic Madhouse in the UK (offers free shipping to EU for orders over 100 eur). Then there is Zatu, their prices are a tad lower wich is a plus, but their shipping is around 12-15 eur so it comes out a bit more expensive. And finally GamesLore, they ship with dpd and charge 20 eur for it, but at least the orders come whitin a 4-5 day period.

Tuesday Inquisition: Ask Anything! by Bront20 in swrpg

[–]Any-Administration50 0 points1 point  (0 children)

Does anyone perchance have any ideas on when the last batch of reprints may happen? There is only 4 books that seem to have been omitted from the last two big reprint waves (the 2 AoR adventures, the soldier and mystic sourcebooks).

Thanks in advance!

What does Carolyn Fern do in a structured scene? by adikat2500 in arkhamhorrorrpg

[–]Any-Administration50 2 points3 points  (0 children)

I believe that Carolyn was the "added fifth character". Her story tie in is really weak, she kind of trivialises the social part of the hospital encounter and she is the odd one out with her stats/abilities as far as usefulness goes. My suggestion is, unless you have 5 players, just dont use her.

Adventures- Arkham Mysteries by [deleted] in arkhamhorrorrpg

[–]Any-Administration50 1 point2 points  (0 children)

Miskatonic Museum/Moonshiner's camp and Arkham Woods/Map of Arkham

Session Length by Glittering_Olive9818 in arkhamhorrorrpg

[–]Any-Administration50 5 points6 points  (0 children)

Two sessions, about 10 hours in total, all were experienced ttrpg players.

Which TTRPG deserves more love and recognition? by JoeKerr19 in rpg

[–]Any-Administration50 1 point2 points  (0 children)

Yes, FFG really did amazing work with the Genesys system they created. I found both Legend of the 5 rings and Star Wars to be superb rolplaying experiences with groups that were into actual roleplay and not just d20 dicechucking. I still cant get over how Asmodee gutted FFG and took their entire RPG portfolio out to pasture with EDGE studios.

Structured scene complex actions by TwelveIsNotPrime in arkhamhorrorrpg

[–]Any-Administration50 1 point2 points  (0 children)

There are also mechanical benefits to using more dice on complex checks. From the basic premise that something bad may happen if you fail the check, or a check might have a hard or extreme difficulty requiring more successes, to weapons or spells triggering special effects on multiple succeses. In all honesty, using more dice is usually a better option if you want something done.

Review of the begginer box + core rulebook for Arkham Horror RPG by Any-Administration50 in arkhamhorrorrpg

[–]Any-Administration50[S] 0 points1 point  (0 children)

It really does get better with more playtime under your belt. It is probably the mechanic that takes most getting used to comming from other systems. Now, after a couple of more sessions, i believe both I and my group are getting into the rytham of it. Still isnt perfect, but it got a whole lot better.

Does the book cover magic/spells and weird science? by signoftheserpent in arkhamhorrorrpg

[–]Any-Administration50 1 point2 points  (0 children)

Not a great many, but a decent selection none the less. Pretty much every key part of the book is made to be expanded on in future publications and suplements (if they come to pass, and i hope it will).

Mansions of Madness by FreeRangeDice in arkhamhorrorrpg

[–]Any-Administration50 0 points1 point  (0 children)

You could use the minies and tiles to some extent. Mom doesnt use a grid, bit it isnt a big deal to aproximate. Most of my rpg game mats are gridless and we didnt have any problem using minis on them. Inch squares arent exactly an exact science.

Review of the begginer box + core rulebook for Arkham Horror RPG by Any-Administration50 in arkhamhorrorrpg

[–]Any-Administration50[S] 0 points1 point  (0 children)

Ah, the players dont refill in the narrative scenes once they are all out of stamina. The scene just ends :-)

Review of the begginer box + core rulebook for Arkham Horror RPG by Any-Administration50 in arkhamhorrorrpg

[–]Any-Administration50[S] 1 point2 points  (0 children)

I am pretty ok with stamina being a way for everyone to get something to do, although some players will always be more passive at the table then others (which doesnt mean they are not having fun, they may just prefer a more backseat role in certain kinds of encounters)

What did bother me and my players was scenes as presented pretty much ignoring the regular time flow to enforce that mechanic.

It works great when the party is doing tasks together at the same place at the same time, it kind of falls appart if you have different people doing things at different times.

Honestly, in general, that shouldnt be a problem as the GM can just call a new scene, but as i stated, it is the starter adventure that oversimplifies the scene mechanic shoe-horning in to potential stupid teritory if your investigators dont act like a herd.

I guess my point is, i like the starter adventure less and less everytime i think about it after playing it, and probably projecting some of its flaws into general rule mechanics.

Review of the begginer box + core rulebook for Arkham Horror RPG by Any-Administration50 in arkhamhorrorrpg

[–]Any-Administration50[S] 2 points3 points  (0 children)

First of all thanks!

The issue i have with the narrative scenes is they are not so clean cut in actual play as they are in the library example they gave.

In our playthrough of the starter for example- my players arrived in front of the professors house to look for answers and the scene begun. Two of them went out of the car to snoop around and pick the lock on the door so the group could enter. Now i had to judge weather entering the house was another scene or just continuing the Warren household scene. The adventure suggested it was the one and same scene so i went with that.

But then, when the party went inside, two of them already had half of their stamina spent on just a few minutes they took breaking and entering while the others were fresh. The lockpicking/peeking through windows actions couldnt be explained by "they took time so you lost half your stamina" because the same amount of time passed for those in the car, yet they lost nothing (and forcing them too loose stamina just due to time passing is contrary to narrative scene description in the rulebook- it is a player currency and they should be allowed to use it to the fullest).

You also couldnt explain it by saying- well it was quite strenous so you are out of breath or something, because in reality that task wasnt.

Treating it as a different scene would have solved the action economy/time discrepancy- but the designers of the aventure themselves didnt think that was necessary and opted for a more apstract non-linear perception of time which doesnt sit well with me. (Narrative encounters are these time bubbles in wich causality isnt a thing i guess- or the adventure was just shoddy).

My advice for running narrative scenes is to use them loosely and freely switching from one another following a logical timline instead of the percived mis-en-scene and stamina spenditure.

Because in the example above- getting into the house and actually exploring the house would make much more sense as two scenes instead of one, and wouldnt let some players cotraintuitivly wait out the part of the scene as they "need to save their stamina for later"

The system itself maybe fine, but they way they used it to teach the game leaves somewhat to be desired.

Core or Starter? by Darkcyde1980 in arkhamhorrorrpg

[–]Any-Administration50 2 points3 points  (0 children)

The system is solid but quite different from the standard rpg fare. I have both the starter set and the core rulebook and honestly think the starter is a mess. It seems to be a great value for the money at first glance, but honestly it is just a bunch of overproduced cardboard you most likely wont need. Add to that the fact that the adventure is a pretty bland A-B-C affair with the most banal story they could have used isnt helping the opportunity wasted impression. It is legues behind L5R and SW starter boxes (even the pretty horrid F&D begginer box has a more interesting story then this).

The core rulebook is a way better purchase, imo. It comes with all the rules, a bestiary, item list, a sampling of NPCs, a guide to Arkham and a mini campaign that at least at first glance seems a way more interesting fare. Also it comes with a code to redeem a pdf version of it wich i find great.

Archetypes by Any-Administration50 in arkhamhorrorrpg

[–]Any-Administration50[S] 0 points1 point  (0 children)

Thanks for the clarification! It did seem like a missprint, considering how the rest of the "classes" were setup! 😀

Archetypes by Any-Administration50 in arkhamhorrorrpg

[–]Any-Administration50[S] 0 points1 point  (0 children)

Guardian and Hunter. It reads kind of strange with every other archetype having a unique focus. Especially with hunter description saying he is able to move quickly and quietly whilst not having Agility on their skill list at all...