Introducing Story Scenarios, a new way to play Arkham Horror

By jeremyj621, in Arkham Horror Second Edition

Story Scenarios, unlike traditional Arkham Horror scenarios, play out more like a story (hence their name). Anyone who enjoys playing Mansions of Madness will enjoy playing Arkham Horror Story Scenarios. In fact, I was inspired by Mansions of Madness when I devised my story scenario system.

Most story scenarios don't involve the Ancient Ones or gates to other worlds. Instead, the investigators have a mystery to solve or some other objective or series of objectives to complete to win the game. Since the text for my Story Scenario system is too extensive to reproduce here, I will supply you with the following links to the files.

The Story Scenario rules:

http://www.fileden.com/files/2012/3/31/3285998/Story%20Scenarios.docx

And three sample Story Scenarios:

"Classroom Curses" (inspired by the Mansions of Madness story of the same name):

http://www.fileden.com/files/2012/3/31/3285998/Classroom%20Curses.docx

"Shadow Over Innsmouth" (inspired by the Lovecraft story of the same name):

http://www.fileden.com/files/2012/3/31/3285998/Shadow%20Over%20Innsmouth.docx

and "Ye Olde Magic Shoppe" (an original creation of mine):

http://www.fileden.com/files/2012/3/31/3285998/Ye%20Olde%20Magic%20Shoppe.docx

Years ago, some people made a game variant called "Arkham Investigations" that set to do what you're trying to do. For whatever reason, it didn't catch on, and that's too bad.

It's nice to see that this type of variant is still being produced, especially since last night I played Mansions and wished it was as tight and versatile as Arkham.

Tibs said:

Years ago, some people made a game variant called "Arkham Investigations" that set to do what you're trying to do. For whatever reason, it didn't catch on, and that's too bad.

It's nice to see that this type of variant is still being produced, especially since last night I played Mansions and wished it was as tight and versatile as Arkham.

I wasn't even aware of Arkham Investigations. I have visited the site and read the rules and took a look at one of the scenarios (called cases in Arkham Investigation). I was amazed at some of the similarities, but still believe my system to be less complicated and confusing. I did, however, like the idea of investigators at a location being able to assist each other with skill checks and decided to incorporate that idea into my system. Here are the revised rules for Story Scenarios:

www.fileden.com/files/2012/3/31/3285998/Story%20Scenarios%20Version%202.docx

The new rule for multiple investigators and skill checks at a location can be found under the Arkham Encounters section. This rule can also be easily applied to any standard game of Arkham Horror.

I'm beginning to wonder if FFG shouldn't take on a project like this themselves. I've been working on a 'story driven scenario based' set of rules for about 6 months now (was trying to finish an Elder Sign variant rule set before I started back on the AH alpha).

It just seems there is so much more to do with all this material. Even with all the expansions and added complexities the game still remains sorta random, running around trying NOT to have an ending. Don't get me wrong, I love AH and ES both but they just seem so perfect as tool boxes that I can't resist. :)

I have been checking out some of the other variants, like Haunt of the Watchers, the 'mission' based variant and others (which I can't seem to find the binder they are in...hmmm...).

And people wonder why I love this game. Best money I have spent since the early days of RPGs :)

suicidepuppet said:

I'm beginning to wonder if FFG shouldn't take on a project like this themselves. I've been working on a 'story driven scenario based' set of rules for about 6 months now (was trying to finish an Elder Sign variant rule set before I started back on the AH alpha).

It just seems there is so much more to do with all this material. Even with all the expansions and added complexities the game still remains sorta random, running around trying NOT to have an ending. Don't get me wrong, I love AH and ES both but they just seem so perfect as tool boxes that I can't resist. :)

I have been checking out some of the other variants, like Haunt of the Watchers, the 'mission' based variant and others (which I can't seem to find the binder they are in...hmmm...).

And people wonder why I love this game. Best money I have spent since the early days of RPGs :)

I agree, I've been a long-time player of a variety of RPGs from D&D to Call of Cthulhu, and I actually come up with ideas more easily with an "open-ended" board game system like AH. I don't know why, but it's true :-D

jeremyj621 said:

suicidepuppet said:

I'm beginning to wonder if FFG shouldn't take on a project like this themselves. I've been working on a 'story driven scenario based' set of rules for about 6 months now (was trying to finish an Elder Sign variant rule set before I started back on the AH alpha).

It just seems there is so much more to do with all this material. Even with all the expansions and added complexities the game still remains sorta random, running around trying NOT to have an ending. Don't get me wrong, I love AH and ES both but they just seem so perfect as tool boxes that I can't resist. :)

I have been checking out some of the other variants, like Haunt of the Watchers, the 'mission' based variant and others (which I can't seem to find the binder they are in...hmmm...).

And people wonder why I love this game. Best money I have spent since the early days of RPGs :)

I agree, I've been a long-time player of a variety of RPGs from D&D to Call of Cthulhu, and I actually come up with ideas more easily with an "open-ended" board game system like AH. I don't know why, but it's true :-D

It's to do with structure. You already have a tapestry to build on, so you can see where you might want to tweak.

Hello,

Very nice initiative !!!

I am happy I caught this one. It is a nice attempt to have a simpler version of arkham investigation, though, you version may be less story telling than Arkham investigations. Thoiugh, it seems to be less work to make a new scenario, which is one major problem with AI (I wrote one and it took me so much time).

I believe the vignette system of AI is neat and your activity marker is a simpler version of it. Nice !

You version may suffer, from what I could understand, of the major flaw of MoM: the linearity in the story (things have to be resolved in some order).

As I mentioned already somewhere else, I am about to release a related variant with investigations, nammed Arkham of Madness, where all encounters are dealt with cards (like in MoM). I substituted the vignettes with mini MoM boards and, most importantly, the investigations can be undertaken in any order.

Anyway, I am keen to try you version as soon as I get some time for me (hopefully next week). I will post a report. Very exciting.

Ok, I thought I had all the kinks worked out of my Story Scenario system, but I was wrong! LOL! I redesigned the system to allow for non-linear story lines, doing away with the #1 Activity Marker which directs players to the next step in the story. Instead I have implemented a new scripted encounter system, similar to what is used in Arkham Investigations, but simplified, along with Encounter Tokens to keep track of resolved scripted encounters at locations. Other changes I made:

1) Added concept of Timelines. Now investigators may be pressed to complete investigations before they run out of time.
2) Removed rules for #1 Activity Marker, instead utilizing scripted events and Encounter Tokens for locations to allow for non-linear story lines.
3) Revamped rules for multiple investigators at a location, making them more concise and clarifying how multiple investigators and monsters at
a location interact.
4) Monsters placed as result of an Arkham Encounter or scripted encounter in Arkham are not removed from the board if evaded. Monsters placed as
the result of an Other World encounter, however, are removed if evaded.
5) Revamped rules for plot monsters. They now move as stalkers and can even enter stable locations.
6) Investigators at a location can split up into separate teams to investigate different areas of the location.

Here's the new Story Scenario system:

www.freefilehosting.net/storyscenarios

Revised Story Scenarios (which I posted earlier, along with a new scenario, "The Heist"):

www.freefilehosting.net/classroomcurses

www.freefilehosting.net/shadowoverinnsmouth

www.freefilehosting.net/theheist

www.freefilehosting.net/yeoldemagickshoppe

Here's the .eon file for the new Encounter Tokens (Encounter Token #1). Print out as many as are needed for the scenario, and for higher numbered encounters, just open the file in Strange Eons and change the number on the token.

www.freefilehosting.net/encountertoken1

Really exciting. I need to test this variant.

cheers

Great initiative!
I've got to try this.

It's also possible to play without the Encounter Tokens, to reduce clutter on the gameboard. Players will just have to remember which scripted encounters have been resolved at which locations.

Is it possible to post all of the files as one big download so we only have to jump through the freefilehosting hoops once?

parkrrrr said:

Is it possible to post all of the files as one big download so we only have to jump through the freefilehosting hoops once?

No, the Free File Hosting site doesn't allow files to be combined into one download. I haven't been able to find any file hosting site that allows that, sorry. :-(