Hi Guys!
I've been working on an experimental scenario for Arkham Horror that, if effective, can become a really good ruleset. In my long tenure of running Arkham Horror games of nearly every single expansion combination possible in our group, I've found that giving players the knowledge of where the monsters and gates actually spawn give them a rather omnipotent view of the game itself. I find it too absurd for an Investigator in the Asylum to "know" that a gate has opened up in the Woods and knows exactly how to get there.
In my aim to make the Arkham Horror experience more 'realistic', I've thrown in together some rule modifications and put them together as a Scenario with a matching Herald. Let me share them here:
It comes with this Herald:
Basically, the player who serves as the game's 'GM' is tasked with the responsibility of concealing the monster and gate locations for the rest of the players. This can either be tracked through a makeshift board or other means (writing them in a sheet of paper, using photoshop, or something else). The players have the advantage of not meeting monsters along the way but they run the danger of setting off the terror tracker. Little knowledge of gates and clues means that everyone has to work together to scour the entire town for the gates and clues themselves.
I've run two legs of this game with 6 players on both games. They won over the scenario with the terror trackers at 8 and 10 respectively. They didn't even know that their Ancient Ones were Shub-Niggurath and Azathoth for the first and second games.
Leave your comments and suggestions. Thanks guys!