Hi all, my name is Doug and I'm a chronic gamer.
Just finished our 7th game of MoM. What a great game!!!! I've had MoM for around a year now but was too busy to get to it till recently. I only have the main game so far but plan to get expansions at some point. For some reference let me break down our plays…
S1 me as keeper, friend as 2 investigators, just getting feet wet, smooth enough, some tech errors, keeper wins by a landslide
S2 me as keeper, friend as 2 investigators, more familiar with rules, smoother game, less errors, keeper wins w/o trying
S3 me as 2 investigators, friend as keeper, rules glances once in a while, rule scrutinized for content and intent, error count: unknown, keeper wins while also napping
S4 me as 3 investigators, friend as keeper, rules lawyer-ing and some fudging needed (mmm fudge), errors…dont you mean happy mistakes, keeper wins yet again
S5 who wrote this one? disappointing perty much the same as S4
Also 2 self made scenarios
SMS1(From Beyond) me as keeper, could use some wording and fluff editing, ending undetermined due to an error in objectives -Draw
SM2 (Salems Lot) me as keeper, actually proud of my scenario (help from friend in game, credit due), a bit of in game tweaking, INVESTIGATORS WIN!!!! ![]()
Amazing game! really truly is! The whole thing has so much potential! Stunning components and fairly solid gameplay. With that said I would like to host some complaints for discussions sake…
-the keeper always~ wins! This can be factored by inexperience, the keepers ferver getting the best of him and/or the scenario baseline. If it is due to inexperience this cant really be helped since knowing what to do is contradictory to playing the game itself. The keeper can, if willing, tone himself down. The foreknowledge of events is quite powerful. Including an attack against the keepers threat may be one way to tone the game. Finally, a well written scenario is key to a great game for all players.
-a lack of options. At times you find yourself 2 3 even 4 turns ahead simply due to the fact that it is inevitable. I do think that some more mechanics (options) are needed (as long as they ride with the game not against it) to keep thing more interesting overall and to avoid dead zones. As i say that I also say that the options are there but are ignored in lieu of 'the more logical' advancement. To explain further…I could~ 'waste' an action to try to learn a spell but I pass so that I do move an extra space.
One edit to the main rules that we plan to try next game is to have 4 action points per investigator. These action points are spent at 1 per move and 2 per action. This will yield several possibilities for an investigators turn. The investigator could do 4 moves (an actual run), 2 actions (meaning you could do an attack and attempt to learn a spell), perform 2 moves and an action, etc etc. This may, however, speed the investigators up too much.
-the expandability of the physical game. I, personally, would like to have seen the 5 scenarios in the main game packaged individually and with a specific marking on the card to differentiate the different scenarios. This would, imo, make each one more plug and play compatibility. This would also match much better with future expansion (since they have to reprint many of the cards anyway).
Well, this is just the tip of the ice burg. I hope to hear what you think and to further the discussion.
-it's behind you!
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