Greetings all! A friend recently bought AH and a number of us got together to try it out. We fell in love with it immediately. We have Dunwich now as well.
Though I am not the owner of the game, I am still considered the board game guy who is expected to figure out all the rules etc. AH is very well written all in all, and I don't feel I have any questions about the rules. I do however have some questions for more veteran players about some basic ideas.
1) Missions/Tasks I haven't gone through and looked over every single one, but of the ones that have popped up in our games thusfar, I've found them very lousy. Most just don't seem worth the effort. The only one I've seen that seemed worthwhile was just incredibly unrealistic. (Walking the Ley Lines. You have to visit 4 specific loacations and sacrifice a gate trophy. Right. Because you're going to have the time, means, time, and time, to close 4 gates and visit all of those locations...) I find this incredibly disapointing. These are a really awesome concept, but they feel like a wasted draw from their respective piles because of how lousy/unrealistic they are. Does anyone have any ideas on house rules to make them more appealing? I've been making it so the sacrifice on missions only has to be made at the last location. But I could see that being a bit too overpowered sometimes. I just don't want them to be something players sigh and roll their eyes at when they draw it... that says "balance problem" to me.
2) Extreme Bad Luck I'm far from a stranger to games that incorporate heavy amounts of luck, and being totally screwed by it. I've had nights in Shadowrun where literally every roll I made screwed me over. That's just part of the game. But sometimes it just starts to reach a point where it is ruining the entire game for someone. And I don't mean ruining that particular run through of the game. I mean the entire game. Like they don't ever want to play again. One of the guys that has played with us, I could swear the game itself just hates his guts. Through two entire rounds of playing he was just screwed. By everything. The entire first game he spent delayed, losing turns, and even stuck in jail. He basically just didn't get to play. The second game he simply drew nothing good. Ever. Even trying to hide out in stable areas and avoiding unstable ones, every single encounter he would pull was something trying to screw him over. He rolled to avoid it a number of times sure, but he never once drew something to be happy about. As we got near the end of the second game he had hit that point of just not even caring anymore. No longer even trying and just going anywhere at random and pulling whatever.
My question is, have you ever added any house rules to help this kind of case? How have you handled it? I mean having bad luck is going to happen, and the world of AH is clearly out to screw you and everyone playing knows it. And if someone starts whining because they've had 5 bad turns in a row obviously they just shouldn't be playing these sorts of games. They are too thin skinned. But two entire games? I couldn't blame him for being done with it. 6 hours is a long time to sit at a table with other people that are having fun and progressing through the game while you just get shafted one turn after another and contribute nothing to the team. No one wants this to happen to one of their players. It brings down everyone in the room. So any suggestions on home rules to somehow curb bad luck streaks would be appreciated.