One Item would be too easy to complete.
How about Unique weapons instead of Clues? You are forcing the Herald to retreat from Arkham.
One Item would be too easy to complete.
How about Unique weapons instead of Clues? You are forcing the Herald to retreat from Arkham.
Forcing people to buy stuff is a bad design and it's really not fun in-gamewise. Maybe something like this:
kroen said:
Forcing people to buy stuff is a bad design and it's really not fun in-gamewise.
Wrong.
Those items are cool, but it should really be mandatory. Cursed items could have this rule: You have to buy it if you have enough money. Then if you still have enough money left over you can buy a second item. That would mean you would still get to buy something good as long as you made sure to bring a good amount of money, AND Cursed items would still see plenty of play.
I liked cursed items they make shopping dangerous and maybe will make people have encounters vs. being stuck with some horrible items...
Jinxed Idle
sounds like a fun one or
Cursed Totem
...oh
Vodoo Doll
@Kroen, I realize that it would involve a bunch of balancing issues, but if one is willing to customize some decks, it could be fun (as it would definitely fit in with Lovecraftian themes).
Well, lets start seeing ideas for cursed items.
Well there's no thematic sense of items that must be purchased.
"Hello, shopkeeper, can I see what you have for sail?
"Ofcours my good sir. Here, I have this sword, this knife, oh and this cursed artifact!"
"I don't know, it seems kinda dangerous. And you offer me to spend money on it?!"
"Who said anything about woffering"? *shopkeeper points gun on investigator* "buy it or I'll kill you"
Yeah, great flavor...
Well the funny thing about cursed items is that you don't know their cursed until it's to late...and not sure if you can argue theme with your high tech items being in the 1920's.
Perhaps they were sent to the 1920's from Another Time...?
kroen said:
Well there's no thematic sense of items that must be purchased.
Yeah, great flavor...
MrsGamura is right, you don't know an item is cursed until it's too late. That's the "flavor" of cursed items from just about ALL fiction.
Everyone but you seems to like the potential of cursed items. And no one craps all over your zillion custom submissions. Take a break and come back when you're not so crabby. In the meantime, I'm going to go make some Cursed stuff!
While these items are fun I think that they shouldn't be shuffled into the decks until after starting equipment has been dealt out. Also I think that allowing them to be traded actually adds to the fun of the game as well as allowing them to be stolen.
Okay here's the updated herald mission. Hopefully that would be worth doing in some games.
Now for the cursed items! These assume that Cursed Items have the rule "You must purchase Cursed Items if given the option. Cursed Items cannot be discarded but may be traded."
This was just begging to be made. In the story cultists were questioned and lots of information about the mythos was gained. Now you can too!
And a mummification item that is an obvious addition to the Exhibit deck. Pretty nifty but hurts!
I doubt these are balanced right but luckily I have you guys to tell me so.
I would make all Cursed Items cost 0 and have a Negative Ability of gaining them (like your terror level increase) but a decent positive effect (again like your lore check for cultist defeat) but also would not make you have to buy them and they can be lost of stolen!
Or perhaps you have to pass some short of Luck check to refuse to purchase them...I really would like cursed items in the shop because all my one friend likes to do is shop the whole game
::Laughter:: I love these items. I wish FFG takes note of them and if they ever do put out a last box expansion they incorporate something along these lines.
kroen said:
Well there's no thematic sense of items that must be purchased.
"Hello, shopkeeper, can I see what you have for sail?
"Ofcours my good sir. Here, I have this sword, this knife, oh and this cursed artifact!"
"I don't know, it seems kinda dangerous. And you offer me to spend money on it?!"
"Who said anything about woffering"? *shopkeeper points gun on investigator* "buy it or I'll kill you"
Yeah, great flavor...
Given the source material it seems quite in line, actually. The characters in Lovecraftian stories are often driven to perform tasks or journey places far beyond what would seem logical even to themselves. There is a certain calling that takes hold and refuses to let go until it ruins them. Just imagine that these 'cursed items' are sending some sort of subversive signal to the investigator that compels them to take it out of some perverse need they themselves do not understand.
Dark Jco. said:
Wow, I opened up a ncie thread! Nice!
The way I see it when I wrote the item, is , yeah, it hurts to get those cluse to how to defeat the GOO. But hey...if you are in another world with five clue tokens, and get something that eats a clue...how many people would be willing to lose a temp sanity to get a clue back to seal the gate? I'd bet everyone would... You already spend sanity on spells that may or may not work, why not spend sanity to gain clues. Thats what research into the Elder Evils does...drives you nuts.
And besides....buying Unique items is not the only way to get them. If you just so happen to find one in the walls of The Unnamable...you don't have a choice but to take it.
Sothis said:
kroen said:
Well there's no thematic sense of items that must be purchased.
Yeah, great flavor...
MrsGamura is right, you don't know an item is cursed until it's too late. That's the "flavor" of cursed items from just about ALL fiction.
Everyone but you seems to like the potential of cursed items. And no one craps all over your zillion custom submissions. Take a break and come back when you're not so crabby. In the meantime, I'm going to go make some Cursed stuff!
I really did not derserved this. All I did was write my opinion in a calm manner. I really did not deserved this.
Reported.
Dark Jco. said:
While these items are fun I think that they shouldn't be shuffled into the decks until after starting equipment has been dealt out. Also I think that allowing them to be traded actually adds to the fun of the game as well as allowing them to be stolen.
Do you actually believe something like this is fun?! Maybe if the cursed items gave good abilities... but they give only bad abilities? If this was official I would quit the game.
You did not write anything in a calm manner, you were very rude. Just like when you responded to MrsGamura's humorous thread "Great Debate #1890". And now ironically you've just done it again in response to Dark Jco immediately after claiming you "don't deserve it".
I'll say it one more time. No one is rude or dismissive in response to your ideas. Give us the same courtesy. Constructive feedback is what you should aim for (i.e., here's what I would suggest, how about this, etc), NOT "Yeah, great flavor" or "Do you actually believe something like this is fun?!" or other sarcastic and rude responses.
It is not helpful because it is UNconstructive criticism. And now you attempt to harm my ability to post here by reporting me? You should take a step back and realize that you are the one who is being inappropriate.
Sothis said:
You did not write anything in a calm manner, you were very rude. Just like when you responded to MrsGamura's humorous thread "Great Debate #1890". And now ironically you've just done it again in response to Dark Jco immediately after claiming you "don't deserve it".
I'll say it one more time. No one is rude or dismissive in response to your ideas. Give us the same courtesy. Constructive feedback is what you should aim for (i.e., here's what I would suggest, how about this, etc), NOT "Yeah, great flavor" or "Do you actually believe something like this is fun?!" or other sarcastic and rude responses.
It is not helpful because it is UNconstructive criticism. And now you attempt to harm my ability to post here by reporting me? You should take a step back and realize that you are the one who is being inappropriate.
I never ever called someone's work "crap".
Save your justifications to the mods.
kroen said:
I never ever called someone's work "crap".
Save your justifications to the mods.
Neither did anyone else. But using that particular word is not the measure.
Anyway back to the topic. I like Gamura's idea of cursed items always costing $0. That means the benefit and drawback just have to be built into the items themselves, and it won't have the extra pain of taking your cash.
What about this idea for Cursed Items?
Every time you acquire a Cursed Item, take a Corruption Card.
I think cursed items opens a whole new area of fun and games. However, the ones I've seen so far are too cursed. Exhausting
all
spells or skills just ruins some investigators. And there's no way to get rid of those cursed items. I could see eternally exhausting one spell, skill, item (even the most expensive) but all? What would the gangster be like if he could never reload his tommy gun?
Or Rita could never use her life long martial arts skill?
Zero cost is a great idea. I think that the investigator must take the cursed item and must buy another item. After all, he did go shopping.
Also in the case of drawing the item in the course of an encounter, they investigator might be able to draw a second item. (It's as if the curse is associated with the drawn item.) In fact, they could be forever associated and getting rid of the good item also gets rid of the curse.
Taking a corruption card is a good idea too, except not everyone has Black Goat.
Giving something a little good might also be nice, for example "Automatically restores 1 sanity per turn, but if so removes a stamina."
Also I think there needs to be some way to rid oneself of the cursed item. A blessing would be the obvious way, but I'm sure more clever ways can be devised (like by killing a monster of a certain symbol or returning a gate of a certain symbol.)
What about the Voodoo Doll idea? You you can grab a Clue from another Investigator, at the expense of their Stamina.
Ideas for getting rid of cursed items:
1. Discard another Item of the same catagory: Example: Discard a Unique Item to get rid of a Unique Cursed Item
2. Spend Clues to Discard a Cursed Item
3. Close a Gate but
Don't Seal
the Gate and Discard 1 Cursed Item
4. When becoming Blessed, also Discard 1 Cursed Item
5. When Lost in Time and Space, Discard 1 Cursed Item
6. Draw a Corruption/Madness/Injury Card and Discard 1 Cursed Item
Sothis said:
kroen said:
Well there's no thematic sense of items that must be purchased.
Yeah, great flavor...
MrsGamura is right, you don't know an item is cursed until it's too late. That's the "flavor" of cursed items from just about ALL fiction.
Everyone but you seems to like the potential of cursed items. And no one craps all over your zillion custom submissions. Take a break and come back when you're not so crabby. In the meantime, I'm going to go make some Cursed stuff!
I really did not derserved this. All I did was write my opinion in a calm manner. I really did not deserved this.
Reported.
Yes you did deserve this!
You come of as an grade school bully and now your reporting people lol
Sothis wrote their opinion in a calm manner too.
kroen you fail
...and BTW thank you for taking the fun out of the Forums!