Sugestion: How to make the game more replayable

By MegaOptimus, in Mansions of Madness

I've played MoM2 for about 10 times so far. That's not much but it made me want more from this game!

After playing some scenarios more than 2 times we noticed the lack of randomness and surprise. While other games like Arkham Horror, Eldritch Horror give a highly randomized game to make every game different, MoM2 lacks to do so. I understand the games are totally different in style, but MoM2 has an App for that!!

Problem is that after repeating some scenarios we already know what will happen. What is important and what is not. This game could literally be played with a walkthrough!! Which, by me is pretty bad for an innovative board game that has soooo much potential. It makes me angry! :D

App could be so much versatile than cards or story books in other games. It could make NPCs, search tokens, items, locations and rooms different every time. Especially with expansions! There are 2 expansions so far and they bring only 2 new scenarios and some possible changes! Most of the scenarios don't even support those variations from expansions. I've heard that "Cycle of Eternity" has the most versions. Why not make everything like that? Why not make the game smarter and surprise the players?

The conclusion/suggestion:

There should be much more scenarios if you want to make each one a single story that can be played 2-3 times. OR make all scenarios different from game to game. Make different clues that randomize between plays and make players investigate everything from scratch. It's not satisfying to know everything from the last play and win because you already played the story.

Scenario introductions could give some clues about what waits ahead, so that you can choose investigators according to that instead of an earlier play.

This game has sooooo much potential! It's the closest thing to a roleplaying game without a game master. And the concept is awesome! Just make it different every time. Use those tiles to make maps different. It doesn't have to be the billiard room every time you open a certain door! Make it a bit random. Programming instead of using cards gives so many more options FFG didn't even scratch! Don't make the app a fancy replacement for cards or scenario books, use it's potential! Make some AI, make more interactions with players' choices and the game!

Hope I'm not the only crazy guy around here to think like this :D

SOME SPOILERS AHEAD:

[hide]"Shattered Bonds"
I played this scenario 3 times, and it was always the same! I already know where I should go, what gives me clues, and what gives me items - even those things can be planned! I already know which NPCs can defend themselves and which can't; who needs what item to cooperate, and so on.

"Rising Tide"

Played this scenario 2 times. First game lost on one player going insane, and winning very easily as he had a bladed weapon and was in square with all other investigators at the start of a level. It was a bit disappointing. Anyways, the second play, we found out that everything is exactly the same :( Every NPC, item, conversation is in the same place! There is actually an order in what you should visit the locations to find keys that open doors in other locations. To be honest we didn't play it well, and didn't conclude anything. But the suspects were so obvious, and cliche that it was almost unbelievable that they were really the cultists!! So we didn't even had to bother, we found the meeting and stopped the ritual by mere luck and cliche. Which is okay, but the fact that replayability of this scenario is based on noting other than the order of locations to check what is behind those doors, makes me sad. Why not make the cultists different every time? Plants some evidence and parts of conversations to different persons. Or am I wrong? Is it easy only the first time? Do the cultists change from game to game? Because they most absolutely should!

This is why I haven't played any solo games, I want them to be fresh when I play with my regular group. We tend to rotate this game out with other games so even by the time we get to a second play through on a scenario we've forgotten at least some of it. Also different insane/wounded conditions each time add a new variable.

I look at this game as more of an once a month event type game versus a binge through out the week type of game. But you paid your money and should be able to play it anyway you want.

They are coming out with some app releases for scenarios so that should help. One soon I think as well.

It is funny that the first edition has more replayability than the second... even using an app!! :unsure::angry:

Edited by gran_orco

It is funny that the first edition has more replayability than the second... even using an app!! :unsure::angry:

Yeah, although I think that has more to do with an intelligent keeper rather than the multiple ending scenarios/multiple locations for clues.

OP is right

You're basically asking them to make 4-5 (or more) different "stories" for each published scenario, if you want the story to hang together and not just be a random assemblage of scenes.. That takes time and effort and money. I would rather they spent that time and effort and money making actual new scenarios.

Edited by mjfilla

I've played Cycle of Eternity 5 times and Cult of Sentinel Hill twice, all plays were very different, even with knowing what might come. Different maps, different investigator combinations, random items, different dice results, different mythos events, different play styles... like do you fight the monsters or run, do you smash that urn? etc

I'm quite eager to play the other scenarios

Edited by neosmagus

That's the point. You have plenty of investigators and a gazillion of different events and effects. Indeed, stories will be similar, but can be played in very different ways. For example, in Cult I can see at least three different ways of playing the scenario. Considering it has two different maps, it's 6 different strategies to victory. You change the investigators and you add even more variability. Try winning a heavy on combat scenario with investigators not good at fighting, and see how different becomes the adventure. Try with different investigator counts. And so on. You can easily spend one month on that scenario. Same for other scenarios. It's a year and a half since I started my Mansions journey and I'm still discovering the game.

What I found great for replay value is:

1) Play the game with randomized investigators. This changes a lot of the personal mythos effects. It also changes the items given at the start of the game. And with their abilities and different strengths it creates a whole new strategy to think of. I think most players tend to have favourite characters so they neglect other ones. My last game I had Gloria and Agatha. I thought we were total goners with their low strength, and quiet average abilities. But those two saucy minxes kicked so much ass. Gloria took out 3 Deep ones single handedly!

2) Play with different numbers of characters. This one changed our games the most. Sometimes my friend I play 1 character each, but soon after we tried 2 each and the game really upped the ante! If either of us goes Insane, we hand off the third character to the other player. If another character goes insane -- well -- we just have to play within our characters and respect the secret knowledge.

3) try different options like:

in the first scenario we never read to the end of the old journal which gave us a different option when taking the Ashes as opposed to smashing them. That was a fun twist. Or the drunk in the alley. I slapped him just to see what kind of reaction it would have for the game. It's the little surprises that count.

Hopefully that helps!