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Eldritch Horror» Forums » Rules

Subject: Dead Investigators are moved to the nearest City Space rss

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Alex
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When an Investigator dies, his "body" is being moved to the nearest City Space.

That's the rules. Now, I'm kinda curious, why this rule has been introduced in the first place? I'm sure there must be some kind of reasoning behind it?
Would it massively change the game, if you'd just leave his "body" on the space he actually died?

Thanks!
 
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Jon Ben
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diceman2k4 wrote:
When an Investigator dies, his "body" is being moved to the nearest City Space.

That's the rules. Now, I'm kinda curious, why this rule has been introduced in the first place? I'm sure there must be some kind of reasoning behind it?
Would it massively change the game, if you'd just leave his "body" on the space he actually died?

Thanks!


It is difficult to get to expedition spaces.

EDIT: BTW, it makes thematic sense. The person is in a city receiving care for their physical/mental anguish. The blurbs on the back of the investigator sheets wouldn't make much sense if the person were at sea, in the rainforest, or stranded in the ancient city of the Elder Things
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Alex
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Ah okay, thanks!
I didn't think of the "Dead Investigator Encounters".
 
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Arutha ConDoin
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diceman2k4 wrote:
Ah okay, thanks!
I didn't think of the "Dead Investigator Encounters".


They're called "defeated investigator encounters" because the investigators are not dead (yet). They're too injured or mentally insane to continue the game.
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Jack Francisco
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Thematically, I look at it as if they have been found by a passerby/expedition/ship, etc. and are brought to a "big city" hospital/asylum. A little pretend goes a long way.
 
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soak man
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senorcoo wrote:
Thematically, I look at it as if they have been found by a passerby/expedition/ship, etc. and are brought to a "big city" hospital/asylum. A little pretend goes a long way.


I just imagine that since they are not DEAD... they are running to a populated area so that they can either received treatment or simply running from whatever it was that "defeated" them in the first place.

As rough as a 1920's city could be, it's probably a lot safer (and less dark) than camping in the wild or (God forbid) floating out at sea with cultists, witches, vampires, zombies, Deep Ones, and Elder Things on the loose.
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Joel Carson
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JonBen wrote:
diceman2k4 wrote:
When an Investigator dies, his "body" is being moved to the nearest City Space.

That's the rules. Now, I'm kinda curious, why this rule has been introduced in the first place? I'm sure there must be some kind of reasoning behind it?
Would it massively change the game, if you'd just leave his "body" on the space he actually died?

Thanks!


It is difficult to get to expedition spaces.

EDIT: BTW, it makes thematic sense. The person is in a city receiving care for their physical/mental anguish. The blurbs on the back of the investigator sheets wouldn't make much sense if the person were at sea, in the rainforest, or stranded in the ancient city of the Elder Things


Trish, passing her skill check, calms Lola down and learns the blood on her hands is from a goat. Taking the derringer, Trish looks confused. "I understand about the goat, but... how did you build a theater in the middle of the ocean?"

"I improvised."
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Alex
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I don't think it matters that much. It's all just a matter of how you explain things are happening:
You could leave them just where they were defeated. Encountering them now effectively means, that you are looking for clues for their whereabouts at the last location where someone has seen them alive and well. Then everything happens in between: you visit them in the nearest city, afterwards you're back on your Journey.

Or you play it like this: after you've encountered them, you move YOUR OWN Investigator to the nearest city (if you like). If you don't, it just means, that afterwards you're back on your journey. Thus you could even use Investigator-Encounters for increased mobility. I'd be okay with that.
This would work very well with my suggested Enhanced Investigator-Encounter-Variant, thus turning it into a viable (hard enough) choice, instead of just a risky one:
https://boardgamegeek.com/article/17862021#17862021
 
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