Do you think personal stories will fix broken investigators?

By hzaccheo, in Arkham Horror Second Edition

I was thinking that a good way to fix problems with overpowered investigators would be designing stories with a very harmful fail condition. For example, if Diana fails her personal story, then she is limited to use only one spell per turn.

Diana? You mean Daisy, right?

Also, this theory was brough many times and it's possible, although role players would rather complete the strory anyway and in that case not only she doesn't get less weak, she gets stronger.

What investigators do you consider to be broken? Isn't that really just a matter of opinion. The only ones that really jump to mind are the ones requiring FAQ rulings, like Lily Chen and Charlie Kane. Either we haven't played with a broken investigator (other than the above) or we just haven't figured out how to break them, or we just haven't cared enough to try.

I'm beginning to think that personal stories will be like giving each investigator their very own rumor. There's a pass condition, a fail condition, and (based on Jenny) a huge sacrifice to reach the pass condition.

It also might make the cooperative aspect of the game less fun, since experienced players will know which stories to complete and which to ignore. They would have a strong incentive to tell novice players to ignore their character's personal stories if the cost is too high.

Experienced player: "No, don't spend five clue tokens. That's crazy. Just seal a gate and let your sister die"

Novice player: "But, but... she's my sister."

Experienced player: "I don't care. Six seals wins the game. Just. Let. Her. Die."

Novice player: "But you completed YOUR story."

Experienced player: "That's different. My story makes sense."

Novice player: "You're a ****."

Experienced player: "No I'm not."

I think you can't rule out stories before completing them at least once. You might find out that Jenny's +1 Lore and especially +1 Speed are well worth the 5 clues. Sure, at first glace it seems that it doesn't, but no one can be 100% sure before he actually completes the story. Personally +1 Speed for Jenny is crucial, as 3 Speed gets her nowhere. +1 Lore is nice, too, making her a decent spellcaster. Also if you think the reward itself isn't enough you should also weigh what happens if you fail. -2 max Sanity or a nasty Madness can render Jenny useless.

I do agree however that personal stroies are essentialy "start the game with X rumors, where X is the number of investigators" although they're more like mini rumors, as they only affect one investigator. At least, I hope we won't get pesonal stories a fail condition that affects everyone... (I'm looking at you, Daisy).

I guess we'll just have to wait and see.

avec said:

I'm beginning to think that personal stories will be like giving each investigator their very own rumor. There's a pass condition, a fail condition, and (based on Jenny) a huge sacrifice to reach the pass condition.

It also might make the cooperative aspect of the game less fun, since experienced players will know which stories to complete and which to ignore. They would have a strong incentive to tell novice players to ignore their character's personal stories if the cost is too high.

Experienced player: "No, don't spend five clue tokens. That's crazy. Just seal a gate and let your sister die"

Novice player: "But, but... she's my sister."

Experienced player: "I don't care. Six seals wins the game. Just. Let. Her. Die."

Novice player: "But you completed YOUR story."

Experienced player: "That's different. My story makes sense."

Novice player: "You're a ****."

Experienced player: "No I'm not."

partido_risa.gif partido_risa.gif partido_risa.gif

Oh, nice one, Avec. It wouldn't be so funny if it didn't feel so true.

avec said:

I'm beginning to think that personal stories will be like giving each investigator their very own rumor. There's a pass condition, a fail condition, and (based on Jenny) a huge sacrifice to reach the pass condition.

It also might make the cooperative aspect of the game less fun, since experienced players will know which stories to complete and which to ignore. They would have a strong incentive to tell novice players to ignore their character's personal stories if the cost is too high.

Experienced player: "No, don't spend five clue tokens. That's crazy. Just seal a gate and let your sister die"

Novice player: "But, but... she's my sister."

Experienced player: "I don't care. Six seals wins the game. Just. Let. Her. Die."

Novice player: "But you completed YOUR story."

Experienced player: "That's different. My story makes sense."

Novice player: "You're a ****."

Experienced player: "No I'm not."


Awesome, so very true. Best part "But, but...she's my sister". It reminds me of the Dr. Tran video where he says, " But, but...I love MOTHER!"