Our gaming group has been playing MOM pretty much since 2nd edition came out, and have gradually evolved a series of minor tweaks and additions that we think improve the game. So I wanted to share them in case they help anyone else.
https://1drv.ms/b/s!AvT-KVJtCzMmgeUHYHlbgcEsUJuKbA
I'd love to hear any feedback. I should also mention that the new rules for Akachi Onyele and (obviously) Tommy Muldoon are relatively untested; everything else has been playtested quite a bit.
"But why did you change..."
Barricades: Unless all of the monsters have Brawn 2 or at most 3, it's almost not worth placing a barricade. This justifies it, so it's never a "wasted" action unless you place it in the wrong spot.
Insanity:
These fixes don't change the difficulty, but do keep things more fun. The first rule prevents someone from drawing an impossible Insane card late in the game; nothing's worse than getting Obsessive or Pyromania on the last turn. This way, you can at least try to plan ahead a bit, which is also more realistic (insanity isn't a sudden snap, but an exacerbation of existing issues). The second one avoids the game ending anticlimactically. We
really
hated hearing, "Well, the game just ended because this card said so." This way, the insanity is still likely to make you lose, but you get to play out the slow decline into failure.
Signature Gear: Personal preference; this makes them feel like character abilities, not a starting-game bonus. It's zero-sum -- "cannot trade" balances "cannot drop/lose," basically.
Scaling: The game does a great job at scaling monster strength, but the size of the map doesn't scale! Some scenarios are nearly impossible with two or three investigators. This just puts them on a fair playing field, and also makes Wounded suck a little more.
Akachi: My gods does her ability suck. Boring and useless. This makes it just useful enough.
Amanda: Not 100% necessary, but we noticed that the odds of her being the one to get a puzzle were slim, and this (very minor) ability made her feel more useful and really fit her "Student" role.
Bob: Some maps have zero Person tokens at times! And even the most populated map spreads them far, far apart. So while Bob's ability is fine, he needs another way to justify its use.
Rita:
Please. No one leaves Rita out of a party by choice; she's too good. This fix at least gives you a reason to
consider
playing without her.
Tommy: Starts with a top-tier gun and can reroll anything once? Too good. This is a minor nerf, but one that makes perfect sense; he's still amazing.
Wendy: Stunned and Restrained come up so rarely that it's easy to forget she even has a special ability. This is a very minor tweak, but one that at least makes her feel more potent.
Edited by pklevine