The 5 worst errors of Mansion Madness Second Edition:

By Shooock, in Mansions of Madness

The 5 worst errors of Mansion Madness Second Edition:

5) The size of the map: not everyone plays on stratospheric tables and not understanding how the map evolves is a great nuisance ...

Possible Fix: enter an X * Y value on the screen

4) Multipaths: there is not much choice in the scenarios, mostly it seems that they resolve themselves with simple interactions.

Possible Fix : e ach scenario should have 4-5 ways to be resolved, the investigators would then have the choice of how to approach and solve the scenario.

3) Investigators: the investigators are all very similar, and their peculiarities are not exploited by the game.

Possible Fix: i nsert more tests with difficulty from 3 upwards (you can also repeat)

2) Monsters: the monsters are weak, the fighting system is totally wrong (a shovel can do the same damage to a zombie as a super-stellar being)

Possible Fix: each monster must have a malus or a bonus for each type of weapon with which it is fough t.

1) Expansion's Tiles in DLC: if you create scenarios based on the basic game tiles, the tiles of the expansions will not be exploited (the dinosaurs in the Streets of Arkham's tiles for example), if not for the shape.
Possible Fix: build the scenarios on the tiles of the expansions and then create alternative maps and alternative searches for the basic game.

Edited by Shooock
On 9/5/2018 at 4:15 PM, Shooock said:

2  ) Monsters: the monsters are weak, the fightin  g system is totally wrong (a shovel can do the  s  ame damage to a zombie as a super-stellar being)

 Possible  Fix: each monster must have a malus or a bonus for each type of weapon with which it is fough  t.     

I don’t think the monsters are overly weak, all it takes is a couple of unlucky turns with the dice to feel overwhelmed quickly. Regarding weapons, I attacked a ghost once with a gun (with successes) only to be told by the app that the bullets had passed straight through and hit the wall behind ?

Also, the game's not about combat, so that it's ok that you can deal with most monsters in not too a difficult way. The game is against a timer, so that having elements making the game drag would render timers of the game unpredictable and the game would break.

As for the difficulty of scenarios: some scenarios are not automated at all, you actually have to investigate, cross-relate information, and identify the culprit / give a solution to the case. These elements are randomised every time a game is setup, so that the playing experience is different. Also, most scenarios have a secret ending (good luck in triggering it) and some develop differently.

Fixes such as "create alternate maps" aren't that easy to do because scenarios also require proper playtesting, and having complex scenarios with multiple maps generated and different endings / subplots would mean that testing a couple of scenarios could drain six months, which would be unfeasible for many reasons (first among all, players constantly asking for new content and wondering whether the game's dead)

I understand your concerns about all your points, but these are more to be addressed in an RPG session rather than via a boardgame.