mageith said:
I agree with your analysis. At the end of the game, turns are often more valuable than clues. The clues Hypnos adds to Stable locations are most valauble, can't be crushed by gates. The Hypnos cards will probably refer to locations at Dunwich (9 cards), Kingsport (12 cards) and Innsmouth (8 cards) If you add the various streets, there's even more possibilities. An excuse to visit Sentinel Hill for reasons other than defeating the Dunwich Horror would be a nice touch.
mageith said:
First, they need to make the Cult encounters a **** sight more attractive than they currently are. Allow me to be devoured to remove a Doom token from the track, or sacrifice all my sanity and one monster trophy to close all gates with that monster's symbol. Force me to sacrifcie a weapon to gain Clues equal to half it's combat rating. Heal me to maximum but all other Investigators lose one Sanity and one Stamina.The encounters can still be brutal, but their payoffs should be far more powerful - just like the Inner Sanctum. Give me a strong incentive to join the cult.
Secondly, make the Cult easier to join. Maybe an encounter with a "recruiting officer" at Cold Spring Glen could result in my gaining C1000 membership (or Silver Twilight, if you are not using that expansion.
mageith said:
You can end on the streets by fighting monsters - which is not a waste of time. Bear in mind that $3 = not arrested, so for rich characters like Jenny, Sheldon gives you a reason not to waste time shopping. Also some characters can't be arrested: Mark Harrigan and Tommy Muldoon spring to mind, whereas George Barnaby makes tangling city hall in papaerwork even easier.