Hi everyone,
(1)
as I mentioned earlier I would like to give it a try to make MoM a halfway decent solo-game. There have been a couple of various attempts being discussed and available on the BGG-forums. With one exception there was no solution that really convinced me. Most attempts were about AI-ing the Keeper; and the best effort to AI the Investigator was a self-made story.
(2)
What I would like to achieve, is simply this:
a) I want to create a set of tools which give a solo-gamer the opportunity to play the more vital role within the game (the Keeper) in solo-mode. This means I need to find a way to properly AI the roles of the Investigators. Thereby the goal is crystal clear: In the end it should not matter how many Investigators are on the board.
b) Also I would like to develop a solution which allows you to play the official maps and stories presented in the core-game-set. This aim includes that the rules to AI the Investigators should not have any effect on the general rules of MoM. So basically all this is about playing MoM by the rulebook without changing anything - that is with the exception that the Investigators are not played by different humans.
(3)
Now, some might wonder: Why the *peeep* does Mad want to achieve this? MoM was designed as a multiplayer game. Also there are already some solutions available. Why then?
Well, there are a couple of reasons valid for me:
a) My gaming community is scattered all over my countrysides; and we only randomly and seldomly happen to sit together to play boardgames together.
b) Since I am the one owning MoM, I am the one who most often plays the Keeper.
c) Since we play the game so randomly, I don't get used to it.
d) Conclusion: Giving me a game-mode in which I my anticipate the moves of the investigators, and by which I may "train" the game-mechanics - and all this while playing the intended scenario -, this will help me a lot to not utterly fail in the role as the Keeper, as I did in the past.
e) Finally: Sometimes I happen to write small stories for friends or just for the sake of writing. And since I have a game at hand that delivers more then just rules and miniatures, this game may be a proper source of "telling" stories ... ![]()
(4)
Also people may wonder: Why AI the Investigators?
In my opinion the roles of the Investigators are by far easier to AI then the role of the Keeper; each Investigator sticks with her two moves and her action per turn; the only two random things happening are not knowing what is hidden in each room and what will be the result of any dice-roling. In contrary the Keeper has to deal with a lot more variety throughout the game - especially regarding drawing different cards from different stacks for different occasions. Besides this the Investigator has a pretty good position to anticipate the moves of the Investigators because the clues lead the Investigators through the game, and each turn the activities of each Investigator is very limited. Also the Keeper knows the setup of the game, therefore the order of the clues and the end-game-scenario. Considering all this I assume it to be a lot more logical to AI the Investigators, and not the Keeper.
(5)
Now, what is going to happen in this topic?
First of all I will try to give you a step-by-step diary (I would like to call it that way) about my thoughts and ideas and especially the reasoning about any attempts so far. Also I would really appreciate any comments, especially the ones supporting the goal or aim of this project. Thank you so much in advance!
(6)
IMPORTANT NOTE
Since I have to analyze a few things within this game, chances are good that there will be some SPOILERS about the game. Especially my first posting after this one will include things about clues, the various Mansions and the "routes" within those Mansions. If you would not want to learn things, you will have to find ways to ignore such in formation ... ![]()
All the best!
Mad