Hi everyone,
today I played "Cursed Classes" the first time. Three friends of mine entered the Mansion of Madness as investigators. Remembering their bad experiences from "Blood Ties" they decided for some extra-punch characters - "Ashcan" Pete with his guitar, ,Jenny Barnes with the 45er and Michael McGlen with his "Betsy" (his beloved Tommy Gun) ...
At first things started smothly. While the electrical problems of the Mansion went havoc on the lights, and room after room became dark, the investigators slowly entered the premises and first rooms. The Keeper had bad luck with his Mythos Cards as well as Trauma Cards, so he (which was me) had plenty of opportunity to gather threat marker, but he had little to nothing to challenge the investigators - except for the uncontrollable urge, we he left out for now ...
Although it always is a bad idea to split up, the three investigators did so. Ms. Barnes kept an eye on the floors, while Pete went to the Furnace Room and McGlen took care of the laboratory ... There, in the laboratory misfortune struck, and McGlen had some trouble with the cooling chamber - as it was scripted and the single highlight of this campaign. But in the end it was nothing he could not deal with.
In the meantime Ms. Barnes had some issues with the darkness and she ran around very undecisively (Mythos- and Trauma-Cards played well along the decisions of the gamer); but her paranoia was removed as soon as she found the lantern/ torch. She and Pete moved forward into the direction of the library, while McGlen returned to the gallery in order to reveal what was hidden in the closet. That was when the Witch Detaigne appeared and laughed at the investigators' faces.
But laughing she did not for long ... Although Ms. Barnes lost control of herself and got rid of the lantern/ torch by throwing it in an uncontrollable urge at the witch, while darkness struck all the rooms and place in the surrounding, she and Pete had some real luck in pinning the Witch down - it should be mentioned that both felt a couple of uncontrollable urges and shot each other or attacked McGlen with the Guitar when he returned to the group. In the Meantime the Witch was stunned several times and therefore several round; so Pete as well as Ms. Barnes had some trouble but a lot of time to deal with the Witch fair enough. Later McGlen happened to show up and let his "Betsy" sing a wail of death at the Witch.
Just a few moments before the Witche's death right in front of her library two Mi-Gos showed up; but with the finishing moves on the Witch the Investigators were able to solve the riddle of the "Cursed Classes" ...
-----------
Now that's more or less what happened.
What did I do wrong? Probably I should have used the uncontrollable urge a lot more. But when would have been the best time? The uncontrollable urge costs 2 threat points; but would I be allowed to use it several times on the same investigator during the same turn? The card does not forbid it; and the rules don'T mention any restriction. That would have been expensive, probably valid, but also very demoralizing and for me as the Keeper also frustrating with the few other options I had ... And on the other hand: I had really nothing else I could have used against the investigators. Also I had more then 20 threat markers available, so I would have been able to dish out some real pain on my investigators making them act against each other - or if not damage then alternatively I could have moved them away from the Witch ... But what then? This would have led to a delay and would not have won me the game anyway. Because ...
Another msiconception of this scenario is that "Dark Minions" allows me only to move my very, very few creatures only once per turn one single space ... Considering this and the speed of the investigators ... it felt like: "Hey, Captain Slow! What are you waiting for???"
What was frustrating as well was the size of the map and the little realistic chance to investigate all the rooms. Ok, we did not play with four, but only with three investigators. Still there were about half a dozen rooms that simply were not investigated. And even if my friends had been a little faster in retrieving the proper keys in the proper order and time this would not have changed a lot, since the Witch showed up literally in the middle of the map and therefore drawing all the attention and therefore leading the investigators away from "the dark tower" ...
My friends told me they had the feeling that this scenario is very unbalanced. When we played "Blood Ties" they also felt this about the first scenario, but back then they had a lot of bad luck with dicing, too, and they were not sure whether their impressions with "Blood Ties" being unbalanced was maybe the result of this bad luck; this time though with the "Cursed Classes" things went more or less smooth with them, and I as the Keeper had only little opportunity to interfere with my friends. Ok, again: Maybe I should have used "Uncontrollable Urge" a lot more. But what is the point in doing the same thing turn after turn - "Oh, look! McGlen has this Tommy Gun and feels the uncontrollable urge to shoot his friends ..."*yawn*
Sorry. I liked The Lynch story as well as the "Inner Sanctum" a lot; "Blood Ties" was pretty nice, but challenging in differen ways. But "Cursed Classes" ... ? It felt like, well ... I don't know. It was not as good as the other ones...
What is your opinion? Do you have any suggestions without implementing House Rules in order to play "Cursed Classes"?
All the best,
Mad
