Story 5 / Objective 1B

By Bandyka, in Mansions of Madness

Hi!

I wonder how can the investigators win this scenario if they loose when one of them enters into the freezer. It's only two turns need to enter into the freezer, and most of the players explore rooms where are lock cards.

Bandyka said:

Hi!

I wonder how can the investigators win this scenario if they loose when one of them enters into the freezer. It's only two turns need to enter into the freezer, and most of the players explore rooms where are lock cards.

Really? At least around here they follow the Clues first, only hit Lock rooms when there is nothing else to do. IIRC, the first Event card also warns them not to enter the Freezer. Tendency to enter rooms with Locks in them "just for kicks" will get people killed in the Season of the Witch scenario as well.

Dam said:

Bandyka said:

Hi!

I wonder how can the investigators win this scenario if they loose when one of them enters into the freezer. It's only two turns need to enter into the freezer, and most of the players explore rooms where are lock cards.

Really? At least around here they follow the Clues first, only hit Lock rooms when there is nothing else to do. IIRC, the first Event card also warns them not to enter the Freezer. Tendency to enter rooms with Locks in them "just for kicks" will get people killed in the Season of the Witch scenario as well.

I've noted a tendency to explore "off track" more the larger the group of Investigators. On the couple of occasions we've had five Investigators, it's generally seen a couple chasing the clue trail and two or three sweeping every other room for anything useful. Especially if they've played some of the earlier scenarios, where you sometimes find spell books and shotguns (one of the particularly useful ranged weapons for it's ability to shoot through doors) in locked rooms that aren't always essential places to visit.

demonio.gif My investigators did this too... In their second turn one of them rushed into the freezer.

It was a bit of dissapointment after all the work that went into setting things up.

When I asked them why they felt they needed to rush into things like a bunch of blind fools, they stated they felt that time was running out (in their second turn) and they didn't want to give the keeper a chance to set them up.

I make this to be a prime example why blindly rushing into things is foolish, both in RL and doubly so in any setting involving the Cthulhu mythos.

Drychtanth said:

When I asked them why they felt they needed to rush into things like a bunch of blind fools, they stated they felt that time was running out (in their second turn) and they didn't want to give the keeper a chance to set them up.

I make this to be a prime example why blindly rushing into things is foolish, both in RL and doubly so in any setting involving the Cthulhu mythos.

In one group that I ran the "Lynch" scenario for (a group that included folks that do not game a lot nor did they have much familiarity with Lovecraft), I gave them two pieces of advice before the game started.

1. Follow the clues.

2. Stay together. You know what happens in horror movies when the group divides, right?

First thing that they did was ignore all the clues and scatter like cockroaches. It really was too easy to achieve my goal.