Kobold Curry Chef said:
*spoilers for various Lovecraft stories follow*
Having the Deep One track cause the Ancient One to awaken is appropriate thematically. The Deep Ones are after all hoping to wake up Cthulhu, and all their work in Innsmouth is designed to bring about that goal. The Deep One track represents the progress of that endeavor.
The desire to reproduce the hordes of Deep Ones seen in "Shadows Over Innsmouth" is understandable, but in the story that happens every night. It's not a big deal that would require a huge game mechanic. Most likely, several of the Innsmouth encounter cards will have investigators running afoul of Deep Ones at night. (Furthermore, the Deep Ones weren't even trying to kill the protagonist -- they were trying to welcome him home! The protagonist didn't realize his heritage at that point, so he ran away screaming. That whole story is essentially a single encounter during an Arkham Encounters phase -- not the crux of the entire game.)
Contrast this with "The Dunwich Horror," where the revealing of the title monster was a singular event and the product of a long-term plan by the Whateleys. Therefore, the Dunwich track in the game culminates in the appearance of the monster. The monster in turn was created to help bring Yog-Sothoth back into the world, which is why that track adds doom tokens and what not.
Remember, Arkham Horror is a game centered around preventing the Ancient One from taking over the world. So each new rules system should serve that on a macro level. The plots of various stories and Mythos lore tend to appear in Encounter cards, Allies, and other fairly transitory cards. I'm glad Kevin Wilson gets it, or else Arkham would end up being three or four games pasted together rather incoherently.
Well-written and argued, KCC!
