Hard to go back

By Bruzza, in Arkham Horror Second Edition

I'm getting involved with a new gaming group, and they're new to Arkham Horror. I stripped out all of the expansions, and we played with only the base game.

Got Abthoth as the GOO. Had three gates open (The Witch House, The Woods and Unvisited Isle) then monster surge after monster surge after monster surge. The game went really long as we were light on clue tokens, and the huge volume of monsters forced the terror track to advance quickly, depriving us of quality weapons and items. The Southside Strangler hit and killed off a few allies... but we were never once in danger of losing. When we finally sealed the 6th gate, the GOO had only just filled over half of the doom track. The game took almost four hours to complete (new player, but mostly a large portion of do-nothing type of turns...) I find I really miss Dunwich and The King in Yellow. Man, it's hard to go back to the base game!

well, if you were playing against Abhoth, you *didn't* go back to the base game... but I suppose I understand where you're coming from. Nevertheless, maybe you should play a few more games before you decide.

Bruzza said:

I'm getting involved with a new gaming group, and they're new to Arkham Horror. I stripped out all of the expansions, and we played with only the base game.

Got Abthoth as the GOO. Had three gates open (The Witch House, The Woods and Unvisited Isle) then monster surge after monster surge after monster surge. The game went really long as we were light on clue tokens, and the huge volume of monsters forced the terror track to advance quickly, depriving us of quality weapons and items. The Southside Strangler hit and killed off a few allies... but we were never once in danger of losing. When we finally sealed the 6th gate, the GOO had only just filled over half of the doom track. The game took almost four hours to complete (new player, but mostly a large portion of do-nothing type of turns...) I find I really miss Dunwich and The King in Yellow. Man, it's hard to go back to the base game!

Heh... Should've done Shudde Melle :'D

Maybe it shows that no matter how much we complain on all the expansions we really would miss them if we played without them again...

Svavelvinter said:

Maybe it shows that no matter how much we complain on all the expansions we really would miss them if we played without them again...

Oh dear God... The base set is horrible. If you know what you're doing it's just so easy and boring. I can't stand it :') I've never claimed otherwise. Dunwich was like mana from heaven when it was first released. I still remember that.

When I'm playing with new players, we often manage to lose even with just the base game.

One reason is that while I do explain the rules, I don't clue them in on things like gate opening probabilities or where to go for favorable encounters. Similarly, while I may suggest moves from time to time, I generally hold myself back and let them play the way they want.

New players are also not very much into trading items selflessly. They tend to expect something roughly equivalent in usefulness.

After a lost game, I'll point out a few things we might have done better, in my opinion. Sometimes these tips are embraced in future games, sometimes not.

All in all I believe part of the fun with the game is learning these things for yourself. And the excitement and sense of accomplishment when we finally win a game is that much greater.

I will have the joy of introducing this game to a whole new set of players (and friends) this weekend. I am thinking of really stripping the game back to the game-core with a few addons like the injury/madness-cards.

Astatoth will bee the GOO and I will select the investigators beforehand and then we draw who play wich investigator.

I will also try to let them play pretty much as they want and explore this great game in their own terms knowing that we will play this game several times more in the future.

Probably I will play as some kind of spell-caster and let them kill all the monsters and explore the Other Worls. Thats usually the bit that most newbies enjoy the most before the have a better understanding of the game-mechanics and how to win but surely I will miss Dunwich, the King in Yellow and other parts that was introduced later on.

This is my "Arkham Training regimen":

Always use Injury/Madness, Epic Battle, and Personal Story cards.

For the first game, only offer the newbies these characters:

  • Carolyn Fern
  • Vincent Lee
  • Michael McGlen
  • Jenny Barnes
  • Amanda Sharpe
  • Rita Young
  • Diana Stanley
  • Leo Anderson
  • Mandy Thompson
  • Tony Morgan
  • Jim Culver
  • Kate Winthrop

After that, deal them random characters. But please, wait a few games before using Lily Chen, because her ability is really, really fiddly. Also, don't let them use Jacqueline Fine during the first King in Yellow game, so that you can feel the heat of the Next Act cards!

Then play these games, in order (no heralds or guardians) skipping any expansions you don't have:

  1. Base game only, versus Yig.
  2. Use Curse of the Dark Pharaoh expansion, versus Nyarlathotep.
  3. Remove CotDP and use King in Yellow, versus Hastur.
  4. Remove KiY and use Black Goat of the Woods, versus Shub-Niggurath.
  5. Remove BGotW and use Kingsport, versus Ithaqua.
  6. Remove KH and use Dunwich, versus Yog-Sothoth.
  7. Remove DH and use Innsmouth, versus Cthulhu.
  8. Use ALL EXPANSIONS, versus Azathoth.

There—they've seen every expansion on its own, and have played through the eight base AOs.

For every game here on in, use a random AO—if it's one they've already played against, add a herald if they won, and a guardian if they lost.

Tibs said:

For the first game, only offer the newbies these characters:

  • Carolyn Fern
  • Vincent Lee
  • Michael McGlen
  • Jenny Barnes
  • Amanda Sharpe
  • Rita Young
  • Diana Stanley
  • Leo Anderson
  • Mandy Thompson
  • Tony Morgan
  • Jim Culver
  • Kate Winthrop

After that, deal them random characters. But please, wait a few games before using Lily Chen, because her ability is really, really fiddly. Also, don't let them use Jacqueline Fine during the first King in Yellow game, so that you can feel the heat of the Next Act cards!

I agree with many of your points - I love how you've already incorporated Innsmouth into your training regimen. But I'd like to ask about your character choices. What makes you think these guys are the best to use for newbies? Depending on the inclinations of the newbie, of course, (how much strategy and game they like) things could be wildly different. Here's how we've considered it (no Kingsport):

First, we figured that spells are less good for newbies. It takes finesse and experience to know how to handle a spellcaster. It's added rules, and carries dangerous penalties. So if we can keep them away from them, it's a little better. This takes Dexter, Kate, Harvey, Jacqueline, Vincent and Marie out of consideration. Some of these may also have some of the other problems that follow.

Next, those who start with less stuff may become a little jealous at all the cool things other people have. This will happen anyway, but take away the really poor people, and this is less of a problem. Furthermore, the "average" characters like Leo and Amanda are at the mercy of their random skills or ally for a direction in life, which is harder to control to give a newbie a good game. Thus, I remove from consideration Leo, Amanda, Pete, and Mary.

Next, I cull the remainder. I remove those who require an extra level of strategy to play well. Jim and Diana are among this number. Gloria is great, but that's mostly if she can get into a gate and away from cold, unfeeling Arkham. Mark and Jack have a severe weakness in their will and sanity, and look like they should be fighting, which will often land the poor newbie in the Asylum. It can be hard to know when to use Mandy's ability. Finally, I disqualify Rita, because while she is very good, her ability is disheartening, rather than directly beneficial to the newbie.

Then, through the process of elimination, I've come to this, very different, list:

  • Bob Jenkins
  • Carolyn Fern
  • Darrell Simmons
  • Jenny Barnes
  • Joe Diamond
  • Michael McGlen
  • Wilson Richards

This bunch is hardy, and can take plenty of punishment. They all have useful abilities, and something that can really wow the player. To add some help, maybe play a support investigator yourself, like Leo or Mandy.

I do encourage the new players to play the game for themselves, and give advice when asked. I'll suggest things from time to time, but nowhere near enough that I could be accused of playing the entire game myself. It was a shame that we go so few gates, but I was sure to mention that with a system like Arkham Horror that games like that could happen from time to time, but were not the norm. We will be playing again, so I am encouraged. Just can't wait until I can add Dunwich back!

To be honest, I chose those characters because they have few spells and their abilities are automatic--also, they don't have any abilities that modify core rules.

This is the list you've given:

* Bob Jenkins
* Carolyn Fern
* Darrell Simmons
* Jenny Barnes
* Joe Diamond
* Michael McGlen
* Wilson Richards

Let me tell you why some of these characters were not on my list:

  • Bob Jenkins makes players choose between multiple items. Things like Rifle versus Food are easy picks, but newbies don't know much about items and when they're useful.
  • Darrell Simmons has players choose between encounters. Again, some are cut-and-dried, but others would seem confusing to newbies. Let them just get the encounter that they get.
  • Joe Diamond's ability grants 2 dice per clue spent. Better that they get used to the idea of 1 clue = 1 die. Joe never does them 1:1.
  • Wilson Richards's abilities are no good for newbies. It's really important that they learn not only how focus is spent, but how important it is to have higher focus. As for his 2nd ability--newbies aren't going to know which places offer dangerous encounters or otherwise. Besides, what do they need money for so badly? Better off to cut these characters.

I know I had a couple characters with spells. Maybe I would take Vincent Lee off my list, because he has more than one to start IIRC.

Also remember I said that that list was only for the first game. Any of them after the first game can use any investigator (but be careful with Lily--she's complicated).

Carolyn Fern
Vincent Lee
Michael McGlen
Jenny Barnes
Amanda Sharpe
Rita Young
Diana Stanley
Leo Anderson
Mandy Thompson
Tony Morgan
Jim Culver
Kate Winthrop

Okay, your list. Vincent, Kate and Jim all start with two spells. Jim can be difficult, and as for Kate, talk about modifying core rules. Vincent is okay, I suppose, but so uninspiring. I wouldn't ever stick a newbie with him.

Diana can be really difficult. First, she thrives on misfortune, which the other players won't like. Next, sometimes the best thing for her is just to go back to the Silver Twilight Lodge, and new players cannot make that distinction. This may be our own thing, but the encounter we always want is the Vault of Silver Secrets, and the last thing you want to do is hand a new player the unique item deck.

My quibbles with the other guys on your list are pretty small, so I might overlook them. I don't think Amanda is great for newbies, either, although I love her to death. Again, with Amanda and Leo, you risk starting a spellcaster with few or no spells.

As far as defending my opinions:

I'll give you Wilson, but for Bob and Darrell, most of the choices are pretty easy. Only in rare circumstances will a player have a problem with the choices presented by those characters, and giving them a few well controlled choices is good. If it's really a big problem, you can help out. But it shouldn't be. They should at least have an opinion on what they're looking for.

Finally, and I guess this is just something we'll disagree on, but I think Joe is great for new players. He's easy and powerful, and I think new players will get plenty of opportunity to see how others have to spend one clue for one roll.

Yeah, I could nix Vincent. Jim was a last-minute addition (don't usually recommend him) but Kate is a good one to have. It's not really modifying anything that the players would get used to--if a gate opens on anyone else they're drawn in. If it opens on her, you can just declare, "No gate 'cause it's Kate!" They'll get the idea.

You really think that Diana's ability won't be liked? Doom tokens are going to come out endlessly anyway. I guess thinking about it, players should be made to be afraid of the terror level going up. Again, last-minute addition.

Yeah nevermind Amanda. It would be tough for newbs to choose between three +1 stat cards if they're not really low in anything. But I don't think Leo really counts as a "spellcaster." It would be good to have a character that can reduce some damage. Last minute addition, too :-P

Then how's this for a solid newbie list:

Carolyn Fern
Michael McGlen
Jenny Barnes
Rita Young
Leo Anderson
Mandy Thompson
Tony Morgan
Darrel Simmons
Joe Diamond

My point with Leo is that he can be very hit or miss, depending on his ally. If he draws Brinton or Duke, that's less than good. Professor Armitage places him in a spellcasting role with no spells, which is almost worse than just having a spellcasting character. Thomas Malone would be better, for the spell he gets you, but then we're back to that. Again, minor point.

My only little quibble about the list now is Rita. I think she's a great character, but for a newbie's first character, I think they should have an ability that does something awesome. As opposed to Rita, if you look at her, you say, "Thats good... I guess..." Basically, you hope you don't have to use her ability! A new player might not like that as much.

And I still like Bob. He's just such a solid guy.

My advice is to include DH even when teaching the game to newbs. I regularly run AH at gaming conventions at least 4 times a year. Not always, but often enough, I have introduced the game to an entire group of new players. I always keep DH in the mix. The one fudge that I occasionally make (depending on how things are going and how much time is left), I sometimes ignore seal bursts.

Most everyone picks up the basics fairly quickly and are able to content with the base game plus expansions well enough.

Tsugo said:

The one fudge that I occasionally make (depending on how things are going and how much time is left), I sometimes ignore seal bursts.

The first time it happened in my group the guy had sealed the gate then it burst the next turn and sucked him in. Considering he spent most of the game delayed in the OW he wasn't very happy but he was a good sport about it. If the game isn't out to get us he considers it unthematic (based on the first game since he doesn't know HPL). Oddly enough, he also thinks new players should get the feeling of being at a complete disadvantage in their first game.

Is it just my group or are players who chose to be spellcasters in this game masochists?

It takes a number of games to really appreciate the worth of spells. They can do a whole rainbow of cool stuff, and there are a lot of physically resistant and immune monsters out there. Double-shrivelling will make almost any monster cower on its (sort of) knees.

Tibs said:

Then how's this for a solid newbie list:

Carolyn Fern
Michael McGlen
Jenny Barnes
Rita Young
Leo Anderson
Mandy Thompson
Tony Morgan
Darrel Simmons
Joe Diamond

I like it. But I also have to agree with flamethrower49: Bob belongs up there. Not Amanda, Monterey, or Dexter...just Bob. Assuming you're only using the Base Game, Tibs, don't you think that the Common Deck is simple enough for even a newbie to suss out? Half of them are weapons...Food & Whiskey...Movement Items...2 Tomes...Dark Cloak & Lantern...Research Materials and the Cigarette Case. I will admit that the Unique Item Deck is quite a bit more complex, but with the exception of the Tomes (and they'll see them soon enough anyway), I think you could give your newbies just a bit more slack...and I only say so because Bob is a fantastic Investigator stat-wise. Bad Lore and Sneak--the former you hate anyway, and the latter is almost useless in the Base Game--but AWESOME Speed and Will, decent Fight and Luck. With a single gun, Bob's a powerhouse hero to the newbies.

I always include Pete too, because of theme. He's the Drifter and he comes with a dog. Yes, Scrounge will need to be prodded ("Remember, you can look at the bottom of the Deck, if you want"), Duke might need some supervision, and his Speed sucks (but hey, you've got Carolyn and Jenny up there), but everyone loves Pete enough at first glance that they WANT to make him succeed.