*Spoilers*
Last night I played Lost in Time and Space for the first time and thought I’d give a quick review about how the game played out. I’m going to refrain from ranting about the countless typos and the map tile problem. This is basically an overview of how our game played out, the good, the bad and the ugly. I’ve also got a few suggestions of how you could possibly improve the scenario in certain places.
Overall the group enjoyed the scenario. We did have quite a comical and drunk group so this possibly contributed a great deal. Personally as the keeper I felt the scenario was ok but not great. However, I do think with a few changes here and there this could be turned into something fantastic.
First of all I didn’t tell the group that they would be able to travel in time till the point where they found the time machine. I think it’s the little things like this that can make the difference, that element of mystery that is quite often lost in most of the scenarios. The mysteries of time travel unfortunately stopped here. Basically all time travel is used for is solving very simple objectives. The past and the future are no more dangerous than the present which makes time travel kind of boring. This also isn’t helped by the keeper’s distinct lack of monsters in the game. Yes you can bring in a hound when people jump time but this is usually taken care of pretty snappish. One of the event cards has you bring in a monster based on the time period; as the investigators were in the present I had to bring in a cultist. A single cultist against 4 well armed investigators. This was a little embarrassing in all honesty.
So the investigators run round, pretty much unchecked for most of the game packing a shed load of weapons and items (due to their ability to explore without fear). Finally they reach the conclusion, the epic +20 Shoggoth and because of the second to last event card a 2nd normal Shoggoth and a hound. Now for a game that’s lacked monsters thus far they don’t half pack them in at the end. This was defiantly the highlight of the game.....and I actually lost. The reason for this was more to do with me sending everything at one of the investigators who had been annoying me all game. I simply wanted him dead above all things. Furthermore, a tommy gun and shotgun plus a bit of luck on the dice rolls will make Swiss cheese of anything. All in all an amusing ending to quite a dull game.
The few new features from FA are quite nice. The traps are quite fun as investigators try to remember where you placed them and decide who should explore the room. The alchemy puzzle is pretty cool though no one actually failed it so we didn’t get a chance to see any side effect cards.
Overall the game lacked a sense of danger from travelling to other time periods but I believe this is something that could be easily rectified with a little work. Take for example the following idea: When the investigators first discover the time machine place above the past card a Cthulian, 2 maniacs and a Byakhee, above the future time period place a shoggoth, 3 zombies and a crawling one, above the present place 3 cultists and a cult leader. Finally add the following rule, “when the investigators time travel they must wait 5 turns before they can travel again”. Obviously this is just an idea and hasn’t been tested. But the idea is to make the past and the future dangerous places to travel to. When the investigators do travel there it’s all about surviving for 5 rounds before getting the hell out.
As it stands don’t expect this scenario to rekindle your faith in MoM, but I reckon if you’re willing to tweak the rules a bit you can make something a lot more entertaining for both the keeper and investigators.