https://www.fantasyflightgames.com/en/news/2018/7/13/arkhamtypes/
I really appreciate this insider look at how the designers (and Matt particularly) see the players and what they enjoy about the game. I don't disagree with these archetypes, but I began wondering (as noted in the article) if there are any major gaps.
I would probably put myself at 50% Ritualist, 30% Storyteller, 10% Detective/Slayer. I love the story elements, and I love the lore built into the Arkham Files games, but I find myself wanting to replay campaigns of this game more for the experience and the 'what-will-happen/will-we-make-it' factor than the story. This is where the ritualist elements come in. Whereas I don't enjoy the tension and pressure the way they describe a 'Nihilist,' I very much enjoy feeling reliable or at least optimistic in the face of any twist of circumstance.
But when thinking about the playstyle I enjoy most, I continue to come back to Rogues as a favorite class. It's an unusual choice for me as I almost always opt for spell-casters and support roles in almost another game I can think of. But in Arkham Horror, I am hard-pressed to choose anyone over the Rogues except for variety's sake.
What I like about Rogues (particularly Sefina) is that you are both literally and figuratively adaptable. Your actions are not set in stone; you can often bounce from offense to defense to support at the drop of a hat (evasion/lockpicks/backstabs/liquid courage/double or nothing). You are frequently able to function as a fail safe when any portion of your team's clockwork slips, and if you are feeling lucky, you can boost efficiency at the same time. I don't feel like this is a "slayer" trait because it appears that the notion of a slayer relies on a big finish. A tide-turning achievement. Whereas, what I really find enjoyable is the sense that I will never gum up the works. At least not without making a fatal mistake. Maybe an archetype such as "The Wander or Jack-of-All-Trades" or some such? I tend to fill my decks with a variety of cards for different circumstances and often will have only 1 copy of at least 22 of them, relying on the draw to direct my options, but often find myself able to assist in a multitude of situations when the need arises. Some of this is the same thrill I get from Eldritch Horror when I don't know what to expect and need to rely on my wits to adapt to a given situation, but feel that I have options at my beck-and-call. With a little bit of wit, if you build right, you can almost never feel helpless or that your teammates will need to pull your weight.
What do you guys think?
Edited by Soakman