Preludes too easy?

By Etamrhat, in General Discussion

Don't you think preludes offer way too many advantages for what it's supposed to hurt you?
I was hoping for harder preludes on this expansion but it seems that they will be as easy as the older ones.

Preludes re supposed to alter the starting conditions of the game, emphasizing the narrative aspect of the game, not necessarily twisting the balance for better or for worse. Preludes coming with MoM appeared to me ok under this pov; one of those was particularly nasty (don't remember the name, but you gained some stuff and accelerated doom consequently; play it with a short doom track AO and could be a pain), another one was easy (Doomsayers from Antarctica) the other two ok. I expect more or less the same from Strange Remnants.

To be honest I dont like Prelude cards. Never use them in my games… sounds cool but practically not necessarily addition.

Agree with Julia: the goal of Preludes was to extend the narrative and "mix things up" from game to game. Investigators can gain extra items at the start - but at a cost such as losing two health or sanity. For some investigators the cost may be minimal (I start at 8 health, so what's it matter to me that I lose two), while for others it may be too hight a cost. I think for experienced/skilled players they do make the game a tad easier since these players can properly weight the risks and get the maximal benefit.

I'll also point out that MoM in general made the game easier through the introduction of focus and powerful unique assets (especially tasks). Since many of the preludes are tied to these new features, it can appear as if the Preludes are making things easier when in fact they are really just encouraging you to utilize features that make the game easier.