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Mansions of madness
Five players, me as the keeper. We played scenario one with the, supposedly most climatic ending, and at least on that part the game delivered. Oh, minor spoilers below, but really not something that will ruin the scenario for you.
The players split up I pairs and found the first couple of clues quickly. And they didn't have much else to do since I used my lone maniac to gather samples. Luckily for me the gangster and they medium followed the maniac to the basement which gave me easy access to sample number two. In the mean time nothing much happened in the other end of the house. The zombie I gained was easily offed, and when the shoggoth came they decided (having already looked at clue three with Gloria's ability) that a visit to the garden was unnecessary. So it all ended with a shoot out in the basement. Despite a healthy dose of lead and a fire (which I very smartly put out with uncontrollable urges and an extinguisher) I had a small chance to escape. Especially when I caused the gangster to drop his tommy gun. But alas, he attacked unarmed and squeezed the final life out of the abomination. Very epic finale, but in many ways that was the only thing that really worked.
Afterwards the other players pretty much agreed that they had too little to actually do. Mostly they would enter a room, flip a card and find nothing of interest. Not very exciting, and it didn't help much that the story is extremely linear while at the same time not giving the players an idea of what they're actually supposed to do.
Personally I had fun doing keeper stuff like playing evil mythos cards, but at the same time both I and the investigators hated the administration in the keeper phase. Basically I was just shuffling counters and drawing cards most of the time and it was a bit hard for them to follow. This is a thing at will improve with more playings, but unfortunately my choices as a keeper won't. And they just weren't that interesting. For most of the game I had loads of thread, but nothing to spend it on. Oh, I could just keep drawing cards until I would get some good ones but that felt kinda lame. And I cold have moved the investigators with urges, but since I had almost no reason to do this other than to cost them movement, it too seemed pointless. Of course it could have bought me time, but i think it would cause more frustration than story.
I really like the look and feel of the game, and I think it may be better with a different scenario and two players with two investigators. But as a game it seemed like it was missing actual, meaningful stuff to do, while at the same time failing to deliver in the story department.
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mads b. wrote: I really like the look and feel of the game, and I think it may be better with a different scenario and two players with two investigators. But as a game it seemed like it was missing actual, meaningful stuff to do, while at the same time failing to deliver in the story department.
Yeah, playing the heroes is pretty dumb and boring without much to do. First investigator searches the first room, so the rest can either use their action to run a third step or wait up. Then they have to wait until the guy with the key unlocks the right door, twiddling thumbs. Also pretty frustrating when all you do on your turn is move 2 steps, and the antagonist plays a card that makes you run back 2 steps.
I'm gonna try to get a few more games in, but it's definitely not a keeper.
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One of my favorite games is Sherlock Holmes Consulting Detective but the system is nothing special - the adventures are just well written. MoM is a decent system and a good idea but the implementation is lacking.
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Dogmatix wrote: What kept me buying into MoM is that I think there may be an *awesome* solo game in here somewhere--I'm just not quite sure where it is yet. I played it with a group and thought it combined the worst elements of Descent and Arkham Horror. (Pretty sure I've thoroughly documented how I've come to despise Descent as anything other than a 1- or 2-player game around here somewhere.) But, as a solo game, I think it's got a bunch of things going for it--it's got a little puzzle-game, a bit of randomness, and a bunch of "oh fuck, now what do I do!?!" I just have to figure out which side needs to be automated and how to go about it...
Automate the investigators, I guess. You will lose the puzzle aspect of the game, but otherwise the investigators don't have much in the way of meaningful decisions.
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Shellhead wrote:
Dogmatix wrote: What kept me buying into MoM is that I think there may be an *awesome* solo game in here somewhere--I'm just not quite sure where it is yet. I played it with a group and thought it combined the worst elements of Descent and Arkham Horror. (Pretty sure I've thoroughly documented how I've come to despise Descent as anything other than a 1- or 2-player game around here somewhere.) But, as a solo game, I think it's got a bunch of things going for it--it's got a little puzzle-game, a bit of randomness, and a bunch of "oh fuck, now what do I do!?!" I just have to figure out which side needs to be automated and how to go about it...
Automate the investigators, I guess. You will lose the puzzle aspect of the game, but otherwise the investigators don't have much in the way of meaningful decisions.
Yea, that's probably the right answer. I certainly felt like I was in a "roll and move" game as an investigator...
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VonTush wrote: I keep wondering if I'm playing the same game as everyone else when I read the negative comments. MoM is still one of my favorite games ever. But that said I've only played as the keeper, but none of the investigators have ever complained about the game and in fact one of them went out and bought a copy for himself.
I'm playing the same game that you are VT. The game is totally scenario dependent, and some of the scenarios are total duds. So maybe we have played the same scenarios. Also, it depends upon what your expectations are for the game. If you are expecting a skirmish or dungeon crawl type game, you are going to be disappointed.
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VonTush wrote: I've only had a scenario go dud on me once...I summoned a Shoggoth to slow the path to the next clue which in turn sent the investigators running off in another direction, delayed them, then another person showed up to game so we packed up to move onto the next game. I can't blame the scenario for it going off the rails...I blamed myself on that one.
HA! The one that went dud for us was when I summoned a Shoggoth and put it on the opposite side of the board from where the next clue was. The investigators assumed it was there to protect something, so they came running over to it.
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