Well now I read the article bout the new card in Dunwich well spoiled card. Now that's interesting!! A card with roleplaying built into it's effect? Well I do like the sound of that! A mere draw two becomes a possibility in roleplaying surprised I didn't see any other threads about it.
Strange Solution
Link?
Do you mean Strange Solution? I'm betting it will level up to another version that works only if you've found the solution.
That would be the boring option. I really hope it will allow access to locations, enemies, scenario resolutions or even weaknesses you will not see otherwise.
It's somewhat interesting for the roleplaying aspect but it also means that it will have no use outside of the dunwich legacy cycle.
It's somewhat interesting for the roleplaying aspect but it also means that it will have no use outside of the dunwich legacy cycle.
Not necessarily. It's a player card, so you can play it in any cycle. "Part 2" could be another player card, or each cycle could have a different result if you discover the solution.
Also there will be a lot of cards that have no use outside of the cycle, what of it if one is a player card?
I am not saying that it will work that way, I just really like the idea of including a card in your deck without any beforehand knowledge of what it does and that you would have to actually play the scenario to find out. Also this is a game where your deck contains harmful cards so I would be totally ok with it if including Strange Solution in your deck turns out to be a very stupid or at least dangerous thing - the killing potential of curiosity is not limited to cats when the Mythos is involved.
FFG has officially jumped the shark. Won't this lose some of the fun to it the second time you play Dunwich?
FFG has officially jumped the shark. Won't this lose some of the fun to it the second time you play Dunwich?
Well that's true of any of the decisions for any of the campaigns being played the second time around. I imagine adding the Strange Solution to the card index as opposed to having it as an acquired card in Dunwich is that it can appear in any set, even as a minor option. Such as "Gain experience equal to the number of victory points on display, add 2 if the strange solution was investigated." If it was a card that could ONLY be usable in this set, I imagine it would be part of the Dunwich campaign rather than a seeker card.
Love the idea, campaign specific, or otherwise. There are plenty of useless player cards in LOTR, at least this one will have a use in Dunwhich as a minimum. Also, all the Dunwhich investigators will be able to take this card. Maybe it will give an attack bonus against a boss?
I like the concept of this, there are tons of things they could do with it each campaign cycle, although it should probably be limited to once a cycle. It could simply cure a trauma for players, or remove a weakness, or add parley text to a tough scenario monster, or give access to a unique scenario specific asset card, etc. It shouldn't be groundbreaking, as (so far) only those with Seeker card access can gain the solution for the campaign, but a minor boost. It would be interesting to see if some campaign cycles it works as a double edge sword, maybe you'll gain a mental trauma but also get a really good asset. I'm excited to see where this will go.
It also provides free slots when you upgrade your deck. When adding higher level cards to your deck you have to take something else out -- and often something useful. But, with Strange Solution, once you trigger its effect and it is recorded in the campaign log, the draw effect isn't really that useful. You have a card you can easily sacrifice for a more useful higher level card.
Of course, FFG could give us future campaign effects that depend not only on identifying the solution but also having it still in your deck. Or in play.
I'd rather this thing be able to do something any scenario can affect. Perhaps Dunwich Legacy's 'core set' has another card that is Solution's cousin that you can only use after you investigated it and a third card if you do not one being a good thing other being a weakness. I'm honestly not 100% sure how they'll utilize this thing but I find it exciting.
With replayability in mind, I wonder if the campaign book's handling of Strange Solution's ability might be contained with a table of multiple possible outcomes. "Draw a chaos token and resolve the following: if you drew a tentacle..."
With replayability in mind, I wonder if the campaign book's handling of Strange Solution's ability might be contained with a table of multiple possible outcomes. "Draw a chaos token and resolve the following: if you drew a tentacle..."
I think this is probably a better long term plan for this card. Even if they have a different table for each campaign.
Just to note, that any of the new investigators will be able to use this card, not just seekers.
About jumping the shark.
Speaking from zip LCG experience, are not decks expected to change pretty radically from campaign to campaign as they are accepted as being heavily influenced by them? Unlike, let's say, a Netrunner deck which is geared solely toward the power of a player's competitive play-style? (Don't beat me up too hard for these generalizations! I'm new!)
I like the idea of knowing I will be losing a few of my precious and (somewhat) well refined deck of 30 cards to what are effectively 'campaign story' cards, myself.
As far as replay-ability and knowing what is going to happen, my wife and I have played these three scenario's enjoyably many times knowing what is going to happen. Sometimes leaning toward 'best results' with a good bit of number crunching and prearranging of decks, and sometimes leaning toward 'story telling/rpg', more casual perhaps with emphasis on the evolving story and rolling with the tentacles as they happen.
Heck, I cannot tell you how many times I've played CoC's 'The Haunting', with the same understanding.
I guess cards like Strange Solution are sort of very Lovecraftian, the doom of the narrative and environment is paramount - now right in the deck pushing out other choices, with players walking their best tight rope between fate and free will.
Of course guts, guns and grimoires are, you know, fun to throw at Ancient Ones who may or may not notice your sincere efforts at thwarting them in your quaint little space-time.. Won the first scenario by blowing up our masked friend and myself with dynamite. We managed to walk out of the house, I with a single (smoking) health left, though my Beat Cop ally may not forgive me.. But hey, yeah for our side!
Edit: clarity.
Edited by Cotgrave
I agree with Cot some cards might be more geared towards rpg and have minimal effect mechanically but major effects scenario wise. This is clearly one of em god kniiows what's in Dunwich Legacy clearly some crazy bat crap nutso stuff
Just to note, that any of the new investigators will be able to use this card, not just seekers.
Ah good! I was just about to ask/complain about that.
This card must obviously be usable only in campaigns due to the effect I bet it's 'backwards compatible' I can't be the only one who wants to like turn Arkham Horror into a campaign like normal pen and paper groups can I?
I have identified the solution.
It also provides free slots when you upgrade your deck. When adding higher level cards to your deck you have to take something else out -- and often something useful. But, with Strange Solution, once you trigger its effect and it is recorded in the campaign log, the draw effect isn't really that useful. You have a card you can easily sacrifice for a more useful higher level card.
Of course, FFG could give us future campaign effects that depend not only on identifying the solution but also having it still in your deck. Or in play.
How is this seen as a bonus? "You can replace it with another card" is the same as literally every other card in the game
I believe the point was that one you have discover the "strange solution" then the card has no further use being in your deck so it's an easy choice for which card you swap out.
I believe the point was that one you have discover the "strange solution" then the card has no further use being in your deck so it's an easy choice for which card you swap out.
I get that. I'm saying that's not a bonus.
It's a statement that the card by itself isn't very good.
The card is specifically built to affect campaign in long run and not as an immediately useful thing it's a risk to take on.