thecorinthian said:
This is the odd thing about Innsmouth - it's really brought home the fact that being killed is sometimes one of the best things that can happen to the group. Trophies, the only things which you actually have to take time and run real risks in order to acquire, are not lost. And meanwhile you get a fresh injection of items and clues, plus the new character starts in a safe location at full san/stam.
In most of the Innsmouth games I've played, a character being devoured has usually helped far more than it's hurt. I may design an AO who makes it more painful to be devoured.
Yog-Sothoth taught me how to die with dignity. 3 times in one game and I've probably only been devoured 10 times in over 250 games. Perhaps there ought to be a solo player's rule for (too) willingly sacrificing their soulless minions. Even being wounded or going insane for casual players is traumatic. "I'm dead!" is the phrase I hear when the calculations indicate thye can't win the monster combat or the flame thrower misfires. They're not dead of course, merely sleeping for a turn. For the first time yesterday an investigator pulled a double injury card and was devoured . It was one of my favorite investigators, Roland, played by my son, just two player turns before the final gate was sealed. A needless and horrible death--The game was virtually won.
! Folding under peer-pressure
.
, it's no biggie. Getting devoured has definately lost some of its impact with IH, since devourings are now much more commonplace. Was I happy that I drew QU as the GOO when Trish was the first investigator? Hell no!!! Was I happy she was then replaced by Dexter Drake? GAAAAAAAAAAAAAAAAAAH
! But you work with what you got.