Clue cards

By loren2, in Fan Creations

I've always found the clue tokens to be a little bland. I'm thinking that it would be neat if when you find a clue you could be given a peice of information that would assist the investigator overcome particular obstacles (replacing the general application on clues currently in the game). Perhaps the player could draw a card from a clue deck. Instead of trading in a batch of clues to close gates the investigators would have to find the right clues.

For instance, when my investgator enters a location with a clue token I return the token to "the bank" and drae a clue card. This card may tell me fire vampires are vulnerable in the heart, giving me a +3 advantage against fire vampires. Or it may tell me that foot long idols made of black stone are connected to gates to R'lyeh, allowing me to should gates to R'lyeh. Or it might tell me of and anciet stone circle in the swamp, allowing me to close gates in the swamp. Clues could have other effects, like "telling" players where clues they are looking for are (aka they can search the clue deck the next time they pick up a clue) or where particularly valuable items are (allows them to take item from the store decks).

Anyways, has any thing like this already been made?

Neat idea, and to my knowledge, never before attempted. The main difficulty? Building the rules so that they properly interact with all of the other rules. Secondary difficulty? Making enough cards to make the concept interesting. Good idea - feel free to try, I just expect a lot of work to build this.

Nah, it's not a lot of work. Just look at the Cursed Item thread. That was an idea that happened on accident and now there's enough cards to make a good size deck and rules to use it!

If the Clue cards could still be used as normal Clue tokens, but also gave you some additional benefit like you described, you could make all kinds of neat stuff. All it takes is a handful of people to start making cards and it will flesh itself out with no trouble. I think it sounds great!

Yeah, I think this would work.

The game should still use the normal 'clue tokens', which still do the same thing; it's just that players can trade them in for Clue cards if they wish. That way, you've still got a little green counter to put on an unstable location.

If people are gonna start making cards, what we need is a standard format for the cards in Strange Eons (small and green with the clue symbol on the back is the obvious one).

Here's two examples for starters.

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That's a Miscellaneous Small Card in the 'Body Text' layout style, with Hue (125), Saturation (100) and Brightness (50).

The cards have to all be quite powerful or have TWO distinct 'discard' abilities, so that drawing a clue card isn't going to get you something that might never be useful. The cards also need to always be 'discard' abilities I think - otherwise all we're really creating is a new type of item.

Really, this is a bit like the way Dunwich added Injury/Madness cards - an investigator who doesn't like the idea can completely ignore the things. But if I had more than four or five clue tokens, I'd jump at the chance to 'cash them in' for clue cards like these.

Your point is made, and your arguments are sound. I much prefer a rule that you can choose to take a card instead of a clue token - my objection was that replacing clue tokens altogether seemed more negative than positive. I've had those games where one character had ten+ clue tokens, and we would have loved to have something to make that more interesting - especially the game wherein we stumbled on the Ashcan Pete + KiY combo. I'd like to see this happen now, but unfortunately, I"m not gonna be much help. Finals suck.

Remember that an individual clue card has to be substantially better than getting a +1 to a test, because a clue token inherently allows you to get +1 to any test. So a clue card that was +1 to a Luck test would be less than 1/6th as good as a real clue. Basically you're looking at something that is an item that is itself worth about $2.

So something like this might work:

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-Frank

I prefer Loren's original idea. I think Clue cards would be drawn in place of tokens, and could still be used as normal in addition to what the card says. The Clue cards just have some other, minor advantage to them (again as Loren described) which often adds a lot of theme.

That way Clue cards don't have to be powerful because they still act like clues. The flavor and theme are what they really add to the game. It doesn't sound as cool if you have to give up a clue token to get a card, because then only players who get a ton of clues will wind up getting cards. All clues should be flavorful and unique since they represent information about the mythos. And if you use them to seal a gate you still discard 5 and therefore lose whatever special abilities came with them.

It's also a very nice idea since it would reduce the difficulty of the game. That means it's a perfect house rule to use with the Cursed Item deck to balance things out!

Now I'm just going to need a printing press to make all these zillions of custom cards. XD

Hello -

Grand idea. I am with Sothis and Loren on this. The clue markers can be used as normal on the game board, but when you take one instead take a clue card. The clue cards ought to work as normal clue tokens, but they also offer a thematic element. Perhaps, the clue card helps out in a minor way. One suggestion, would be that each clue card has a location name. This would provide some "minor" help when having and encounter at the stated location. The card wouldn't necessary have to be expended for this learned advantage. Furthermore, perhaps clue cards could be gathered like sets, and then traded in for something like a completed clue task/mission. Basically, the clue cards are telling a coherent story, and when you've enough to complete a plot/chapter, you discover something rather helpful. This type of discovery, could be exchanged or shared with other investigators, in some ways I would imagine, and often would be a passive ability for the rest of the game. Experience learned.

This way if someone is a clue generator or hoarder they really are digging deep into Arkham's mystery, instead of getting one use smart bombs.

Thinking about this for a few moments, I might go at the clue cards like this. Take a clue card, and the clue card can have a nice little circle to place the card's original clue token. The clue token is used like normal, but then the card itself, has additional story building effects. These clues might introduce corruption elements. It need not all be good.

Fair enough, although I think that Arkham's 'economy' depends on the presence of a certain number of free dice floating around. If Clue cards have specific boons on them rather than generic ones, they might suddenly become less useful. I suppose you could always allow investigators to trade clues - so if someone is assigned streetsweeping duties, they can be given the fight/evade Clue cards, and they can hand over OW/gate ones etc. to other people.

Then again, it occurs to me that once a Clue deck exists, it hardly matters if it's used in conjunction with the original Clue system or as a replacement for it. The deck would probably need to be balanced the same either way. So, let's get on with it, I guess. Once we've got a few ideas for cards that aren't outrageously good or too specialized, we can worry about the specifics of how investigators get them.

Wow that's a great idea! Clue tasks/missions! If there were multiple Clue cards for a specific story/theme/mission, you can try to collect them. Then if all the clues for that story are discarded at once in one location (so investigators can all contribute in "figuring it out"), some bigger benefit is gained. Awesome!

That will mean we should definitely have some clues allow you to search the clue deck next time, so you can specifically "investigate" a certain story to try to gain all its parts. This is starting to sound like Arkham Investigations, only instead of a Choose Your Own Adventure it has the story built into normal game play. So cool...

A while ago I was trying to come up with something called a 'Whisper' deck which had a sort of continuous randomly-determined story that was laid out along the board as the game progressed. I never managed to make it work. This is a much better way of doing the same sort of thing (and more).

We could consider putting 'types' on clues, so that they can identify each other. For example: 'Forensic' clue, 'Gossip' clue, 'Arcane' clue, 'Psychic' clue. Stuff like that. So some Clues (the particularly good ones, I guess) have a secondary discard ability which lets you search for a different clue of the same type. It would help deal with the problem that clues cards are going to be more specific than clue tokens.

OR some Clue cards could have a contingency ability at the bottom: "Any phase: discard to get +1 to one combat check. If you pass, take the first Forensic clue from the Clue deck." Those contingent abilities would have to be quite weak or quite specific though, because if they were too easy to fulfil, people would just have a very high turnover rate of clue cards and would never run out.

From your second-to-last post, it sounds like you missed the main point we made about Clue cards. Specifically, here's what I think the rules should be:

When an investigator gains a Clue token, it is discarded and he draws a Clue card from the Clue deck. Clue cards are used just like Clue tokens, with the additional effects listed on the card.

In other words you can discard them for bonus dice on any skill check just like usual. But they also give some minor benefit that lasts as long as you haven't spent the clue yet (thereby discarding it). And now with the "story" clue idea, we can also have some that combine to give greater or lasting effects.

Here's some basic ideas for Clue card effects (including the ones Loren listed).

- Bonus against certain monster or monster type (dimension symbol)
- 1 bonus die to close gates
- 1 less clue needed to seal gates of certain symbol
- Search the clue deck next time you draw a clue card
- Discount when shopping at certain location
- Discount when using certain location special ability
- Discount when spending trophies
- Discard to discard current Arkham encounter and draw another
- Discard to discard current OW encounter and draw another
- Discard to ignore current encounter, a monster appears instead
- Discard with one other Clue to prevent damage or loss of some kind
- Location Clue cards, where clues give +2 instead of +1 at that location
- Clue tasks/missions, where multiple Clue cards add up to a big bonus (and this can be worked on by multiple investigators)

Notice that they're not too powerful, but useful. The more powerful ones require you to discard them to get the effect, which means you're doing that instead of using the clue as a bonus die or toward a gate seal.

Oh ok, sorry, I did miss the point there.

I still think they should all be 'discard' abilities (to avoid cluttering up the table, as much as anything). But if you want to make the non-discard ones I won't argue, it looks like a pretty balanced list.

If Clue cards work as ordinary clues, then if it's at all possible they should have the words "Any phase: discard to roll 1 extra die on a Skill check." You could just put that in a rules document, but I'm a stickler for cards describing everything that they do rather than having some of their rules listed in a seperate rulebook. For one thing, that approach is more n00b-proof.

Sothis -

Excellent suggestions. You totally have the brainstorming on full Cthulhu.

This seems like a logical conclusion to my train of thoughts.

Trading in sets of clue cards, could be like flipping an Act Card, from the King in Yellow expansion. The traded in clue set cards could be story chapters, with good or slightly negative things. They could be scenarios unto themselves, or linked with scenarios. Occasionally a clue card might force the investigators to draw from the negative chapter deck, or the chapter cards, might have a pro and a con side. Pretty much any micro or macro story element and game effect could happen. Want to tell the Pickman story? No problem. Three chapters. Interview with Pickman. View Pickman's Secret Gallery. The Horrible Truth. Grand fun.

I am going to try and modify my long long long at work Ritual expansion. If a clue card would force a negative chapter deck draw, that would start a cultist ritual countdown. The investigators would have a number of turns in order to find clues, so they can burn through the ritual hunt deck, in an attempt to find the ritual's location and spoil it. Cultist rituals are extremely colorful, making game play that much harder, and over all just turns a bad day in Arkham into a date with your favorite Great Old One.

The way I invission a clue deck working they would replace clue tokens in function. My rational for this is that if they provided a benefit and functioned as a token it could radically change the game's balance in favour of the investigators (although some people may like that, particularly if clues only have a minor effect on the game-I have an idea of how to impliment this at the bottom of the post). a system where an investgator can choose to take a general purpose clue token or a specific clue card is perfectly legitimate as far as I'm concerned, but doesn't really affect the balance of the deck as a clue card should be as useful as a clue token. Therefore, for the sake of designing a deck of clue cards I think it is best just to focus on a version of the game where only clue cards are in use.

At this point, I only want to design a deck for use with the base game before considering the expansions.

(Now for a little stream of consciousness) There is a summary below if you don't want to wade through my attempt to develop a structure fro a clue deck

So the first question in approaching design a clue deck is, how are clues used?

What is the point of this modification? to increase immersion in the game

-they are used to close gates, five at a time (In my experience this is their primary function, but I play with a very small party, so we don't have spare clues)

-bonuses to kil/evadel monseters

-bonuses on tests

Clue cards must therefore proform these three functions. The proportion of the deck dedicated to each function should correspond to the use of clue tokens in the original game.

Because clue cards can only be used in particular secumstances they must therefore be porportionately stronger. To this end it also stands that useless card should be avoided (for instance how often does anyone need big bonuses for fighting off zombies and madmen? not very often)

On top of the normal functions of clues, a number of people have made porpositions that would fit into a fourth category that gives various advantages not possible in the game before. I'm going to call these cards plot clues. They can either be collected as part of an investigation to produce a massive benefit, they could give relatively small benefits, such as selecting what the next clue(s) will be.

OK, now that I've worked through some of my premisses it's time to get to work,

I'm going to divide the clue deck into fifths. two fifths should go to closing gates, one fifth to fighting/evading monsters, one fifth to passing tests, and one fifth to "plot".

GATES: Because it would be insane to require five specific clues to be traded in to seal a gate a new system would be required to work with clue cards. I'd propose requiring two specific cards be brought together. One for the location in Arkham and one for the dimention the gate leads to. Because there are more locations than dimentions and because gates can not breach seals (in the original Arkham) I propose having one clue card for each location and two for each dimension. Thus, 31 gate clues would be required. (using the proportions above this would necessitate a clue deck of about 78 cards)

MONSTERS: using the math above we have 15-16 clues to give out on the monsters wondering the streets of arkham. However there are 29(?) types of monsters. Now, one solution to this problem would be to double the number of cards, but that would put us in the 150 card range.... doable, but I think we can work around this. First off, I let's give the masks their own sub deck, that is only used when they are in play (admittedly this will change the balance of the deck they are in play, but probably not significantly). That will eliminate five mosters from the list. I also propse eliminating easy opponents, namely the cultist, the ghoul, the mi-go, zombie, maniac. This gets rid of another five. leaving us with 19 to fit into 16 spaces. hummm
What if we groups monsters such as flying, undead, human. That would leave us able to apply clues to some of the toughest mosters in the game such as the Dark Young. It was mention that clue cards would need to be significantly more potent than clue tokens to match their utility. I would think and a +3 reusable bonus would be a sufficient boon from a clue. This bonus would be on combat tests or evasion test, or possibly both depending on the enemy.

Tests: I see these clues being applied agaist tests resulting from location cards. Like the moster cards I could see them giving a +3 reusible bonus in particular situations. For instance, you may have campus map that'll help you with sneak and speed tests when at Misk. U. locations.

Plot: I originally thought that these cards would give neat things like the ability to select which clues you receive the next time you pick up clues (presumably you know what you are looking for) or the clue places particular unique items at various spots on the map (ex you know there is an elder sign in the witch's house). These cards would be expended after use as a general rule. Some people were talking of quest like clues that would lead to big rewards. I really like this idea, but I'm not sure yet how to work it.

Summary:

the deck would need an approximate minimum of 78 cards plus a Mask deck. 31 gate cards (using my modified gate sealing system), 16 monster clues, 16 test clues, and 15 plot clues.

After reconsidering the situation, I would propose that 150-160 cards (+mask clues) would make a more appropriate deck. This would permit more clues to be developed for monsters, test, and the plot. The proportion of gate cards would need to stay the same, but clues could simply be repeated.

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OK here's an idea for a simple mixed token (general purpose clue) and specific clue system.

As per the Rules As Writen (RAW), you need to spend five clue tokens to seal a gate. I purpose only spending two or three, but they have to be specific clues. For instance, a location clue card and a dimention clue must be spent to close a particular gate. For instance, a clue concern the graveyard and a clue concerning Yuggoth must be brought together at the graveyard to close a gate to Yuggoth there. Perhaps a "word of power" or some other sort of clue may also be needed (I'm not exactly sure what the balance should be like yet). All the clues would be in a single deck, so the investigators would need to connect a bunch of clues to find the ones that they need. Clues could also be expended to improve tests as per RAW. I think this variety could maintain much of the balance of the original game. The only change really would be in how gates are closed.

by my estimation to impliment the two cards to close a gate version for base game would require 31 cards (15 locations +8x2=16 dimention), although play testing may require a changed balance.

corinth, I made some non-discard ones because if all Clue cards give bonuses only when discarded you'd see them used much less frequently. After all, their main purpose will still be sealing gates and bonus dice.

That's also why I don't think I agree with your latest post, Loren. I will re-read it tomorrow, but right now my gut tells me something is wrong. It started with your assumptions about how often clues are used for each purpose (sealing, bonus dice), which is not static but changes depending on what the investigators are trying to do. For instance if you realize sealing gates is no longer an option, no more clues will be spent toward that purpose. It would suck to be stuck with Clue cards that can only be used for that.

Further, the more specific you make the Clue card abilities (as in your example of closing a Yuggoth gate in the Graveyard), the less useful they are *and* the more investigators will need to be able to cycle the Clue deck in order to make it functional. Otherwise the combo-clues will see only rare use.

Finally, the amount of fundamental changes to the game you've suggested just now are (in my opinion) close to prohibitive. While variants are certainly reasonable things to create, why not make it something that can just be added to the game? That's why the Cursed Item deck was such a success, and why the Clue deck may work better as we described in earlier posts. Your system that changes how many clues seal gates, and making a Clue deck for Masks, etc is just way too complex. Some people enjoy complicated variants, but *many* more would be capable of simply adding a new deck to the game for added flavor.

Obviously you can make an in-depth variant if that's what you're looking for, I'm not trying to tell you what to do. It's just my point of view. ;)

Loren -

I don't know if you have every played any games in which players have to hunt for matching combinations. It seems thematic, but in play it can totally kill a game and any fun in the game. If say, the Graveyard, token never comes up, then ... If say four gates open, and nobody has the correct clue combinations, the investigators, are just waiting to end the pointless waste of time. It might work in some games, or some other mechanism might be developed.

I rather like where Sothis is going, and where you partially ended up in your simple token mix. Let clues do what clues do, but give the clues a little flavor. Not every clue card has to offer something. Some knowledge, might be better off not knowing. Curses?! Corruption?!

For myself personally, I aways wanted the clues to tell a part of the investigators story. What did the clue at the cave reveal, to Diamond? Why is Diamond rushing to the woods? Clues leading to other clues, just makes story sense.

Now, have all the investigators working together to meld their clues into a large story, and you can develop any story within the greater game play. Amanda fines a startling bit of information. They are wrong they are all wrong. Yig is not the force at work, but a far great older evil - Yog Sothoth.

I am completely against clue cards being useful in addition to being generically dscardable for a die. That amounts to a significant power up. Remember that Mandy begins the game with four clues. Do we really need her able to close a hexagon gate wit four clues to begin te game as well?

-Frank

Mandy could just start with generic clues. This is all just consideration at the moment.

Clues could provide valuable information that also increases the game's difficulty. Some clues might yield generic clue cards that don't offer anything. Others can offer minor advantages, along with the clue. It is just about getting a reasonable balance, and then adjusting one way or the other for how difficult you might want a game. Perhaps, secondary advantages on a clue card, might require a Lore/Luck Check. It seems sensible to assume that smarts or gut intuition would play a big factor with discovering clues.

Frank said:

I am completely against clue cards being useful in addition to being generically dscardable for a die. That amounts to a significant power up.

-Frank

I agree with Frank. Of course there are plenty of ways for players to re-balance the game so that using the Clue deck isn't too good, but it's a bit clumsy to force people to have to do that.

One or two other problems (not insurmountable, but a consensus is needed):

- I also think there's a problem with Clue cards have on-going effects while they're in play. The number of Clue tokens that appear in a usual game of Arkham Horror means that the players will be swamped by small cards with additional effects - and as the game goes on, the 'static' clue cards will be stripped out of the deck and just accumulate.

- What happens when a player has to discard 'half his clues'? Does he pick which ones? (Clues are now different from each other).

- An ordinary Clue token has a built-in 'when-to-use' rule. It requires you to be making a Skill check in order to discard it. Some Clue cards are going to have instantaneous effects - some of which might be usable at any time. AH has no particular rules structure for 'interrupts', so if (for example) you were about to lose half your Clue cards because of an encounter, could you discard them all to get their discard bonuses, instead of just losing them?

I'm afraid that the more I think about this, guys, the more I'm convinced that these cards ought to be something that you buy by discarding excess Clue tokens, and that ordinary Clue tokens should be unchanged. We could call these cards 'advanced clues' or 'leads' or 'evidence cards' or something.

Frank: As lemming said, that's a specific (and simple) problem that we can resolve as the Clue card mechanic is fleshed out. It's still a new idea. Every little balance issue is not a reason to give up, it's just part of what needs to be addressed.

Corinth: That's a good point about Clue cards with ongoing effects. Players may choose to hold those and spend the weaker Clue cards first, thereby having a lot of ongoing ones in play. This would be a major hassle to keep track of in a game where there's already so much going on. But again, that's no reason to give up. It just means ongoing effect may need to be dropped. Clues cards could be limited to small, one-time effects, or discard effects, or even no effects other than the mission/story style we discussed.

And yes, obviously the player would choose which Clue cards to discard (just like with items). Who else would choose?

Lastly, AH absolutely *does* have a structure for what you call interrupts. Your example is addressed nearly exactly in the FAQ (though of course they're referring to items and allies rather than Clue cards). It's the second to last question in the Dunwich FAQ, and uses Duke as an example. Essentially it says you can use abilities any time its conditions apply (correct phase and so forth). However, you *cannot* use them in the middle of an encounter unless it's a prevention ability (since that's designed to prevent losses as they occur). The first question under "Investigator Cards" also answers your question directly. It says if you are forced to discard a card, you cannot gain some other benefit for discarding it. Between these two FAQ answers it's clear that you would not be able to quickly "spend" your clues before being forced to discard them. Once something occurs that forces the discard, it's too late.

See? No problem. :D

I agree with thecorinthian that numerous new clue cards each with their own minor rules would be a hassle. I have enough difficulty following all the card rules that an investigator may have obtained.

Perhaps, something like this could considered. The clue cards are serving as flavor text, An investigator builds up a little stack as the game progresses. the last clue card to be drawn, is the top stack card. If this card would have some minor ability then this would be the one and only clue card that could be used. The rest of the clue cards would only serve as story cards AND to generate sets, which would bring into play plot/chapter/story cards. These plot cards could be good/bad/neutral.

Reading over the last posts and generally mulling my own ideas over it seems to me that I have two problems with AH that are being fused together here.

1. clue tokens are bland and don't create the sense that I'm investigating anything. There's no process of fitting things together to solve problems. In particular, I think using any 5 tokens to seal a gate is less interesting than it should be, IMHO.

2. for such an atmosphere rich game ther story progress seems... clumsy and impersona, based almost soley on the random chance of the mythos deckl

Admittedly my previous attempt to structure a clue deck would have created alot of extra rules. As simplicity is good I'm going to try again.

This deck design will only attempt to solve problem 1. Much as I like the idea of having investigations that produce large results and/or further characters I think that another mechanism may be needed to redress this weakness (maybe something imported from Android).

so, in this model of the clue deck it is made of three types of cards; dimentional symbols, neighborhoods, and otherworld colours. These cards can be spend for a bonus (+3?+6? I'm not sure what is fair) in situations that appy. So dimentional symbols can be used against monsters and gates the correspond to the symbol on the card. neighborhood cards can be played by characters in the given neighborhood (locations and streets, with monsters and location cards). Otherworld colour cards can be played in other worlds that have that colour as one of their dots. To seal a gate the investigators can use a set number (3?) clues tat relate to the gate that they are trying to close in any combination.

examples. A circle clue card could be used to evade a Mi-go, fight a Crawling one or seal a gate to Yuggoth. A Downtown clue could help in a struggle against a firing vampire in the downtown streets, help you fight off and sleeping draught nurse Heather accidently injected you with, or seal a gate in the independence square. A red otherworld clue could help you in an encounter in Another Dimention, Abyss, the Dreamlands, the Plateau of Leng, and R'lyah or seal a gate to any of the above worlds.

I realize that this system is less of a change than some of those previously discussed, but it has the advantage of simplicity. At this point I'm not sure what size of bonus the clues should give (Isuspect that the size should vary by type, since otherworld tests come up less frequently than neighborhoods, the symbols certainly have less uses and therefore should be more potent). I also realize that this change will affect the way gates are seal, but that is to a large extent the point of the exercise for me.

edit: I've always found that the connection between dimentions via colours and monsters and gates via symbols to be poorly explained in game. Purpose these new clues could help tie things together.

As for discarding: either shuffle and discard to the top n cards or the player chooses. Ultimately this modification is a house rule, so what ever seems fair to the players seems fine by me (although my preference would be the shuffle and discard in cases where the player is forced to discard clues, but the players choice which card if the can choose to discard, as may be in the case of a rumour mythos card or a similar sinario).

I would also be fine with trading clues or groups of characters meeting at a site to use their clues in tandem to seal a gate.

Hopefully, this idea doesn't run out of steam, as I think it quite wonderful.

Loren your primary goal is to great a sensible system for how the investigators learn the knowledge they require to close gates. This is what comes across to me. You idea for clue cards to represent location, symbol, and gate is novel, but at the end I wonder does it really create a better game, or just a mechanism to make gate closing harder. You acknowledge this, so then my suggestion is how about just redesigning the whole way gate's are closed, and monster removal.

The surface idea I have at the moment, would be (adding to complexity in a rgp sense) an arcane/sigil/symbol/esoteric chart that monitors information an investigator has learned about gate closing. It seems that once, one has learned how to close a gate to specific outer world, they don't need to relearn this or in the basic game regather clues. One can create in ones skull plenty of colorful reasons for why one uses clues to close gates, and why that causes monsters of a certain dimensional symbol to vanish. This is a game, and the current way works. But if you want to get more thematic and go into greater depth then maybe a new system.

Why does the closing of gate cause monsters with a dimensional symbol to vanish? Is this some form of cosmic umbilical cord? It could be, and certainly can give the investigators a moment pause, but I really hate how it slows the Terror Level.

So, if you want to start altering the games meta-mechanics I am willing to go along, but it requires more work then I have to spear head such a project.

My basic disagreement about the current clue system, is I want to know what I've learned. I want more of a story, from the clues. How does the clues each investigator is gaining create a bigger story, for all the investigators? I can achieve a lot of this through flavor text, but this isn't much of a solution, for those that want the clues to have some effect, based of what the clues reveal.

Take Care