My group does not like insane conditions, and I have noticed that we are not alone. For us, we have never had a good experience with them, and they ruin our game's flow and narrative. We wanted something that was mechanically based in the game play as opposed to severely shaking up the win conditions.
If people wanted to add these in with the originals, that's good too. It just lowers the chance of a drastic Insane pull.
To that end, we have made alternative insane conditions that have thus far worked well for us. If any of these cause an Investigator to suffer Horror, the Investigator does so, but doesn't announce why.
1. "Suspicious" remains the same and we still use it.
2. "Restless Anxiety" remains the same and we still use it.
3. (New) "Forbidden Words" was changed to read "You cannot spend an action to Interact with a Person Token."
4. (New) "Fear of Darkness" reads "You cannot end your turn in a space containing Darkness unless you have a Light Source or have not other choice. If you end your turn in a space containing Darkness, suffer 1 Horror."
5. (New) "Fear of People" reads "If you end your turn within range of another investigator, suffer 1 Horror."
6. (New) "Babble Mouth" reads "If you start your turn within 2 spaces of a Person Token, you must Move (if needed) and Interact with the Person Token until there are no further dialogue options."
7. (New) "Pack Rat" reads "If you start your turn within 2 spaces of one or more Items, you must Move (if needed) and pick up an Item."
8. (New) "Fear of Being Alone" reads "If you end your turn and are not within range of another Investigator, suffer 1 Horror."
9. (New) "On Pins and Needles" reads "If you start your turn in a space containing a Search, Explore, or Interact Token, you must spend your first action Searching, Exploring, or Interacting with one of those tokens."
10. (New) "Fight Over Flight" reads "You cannot evade a monster on your space and must attack it."
11. (New)"Flight Over Fight" reads "You cannot attack a monster on your space and must evade it."
If people have their own suggestions, we would love to hear them. Again, we wanted something more mechanical as opposed to mid-game traitor drastic.
- Last edited Wed Sep 28, 2016 10:11 pm (Total Number of Edits: 1)
- Posted Wed Sep 28, 2016 10:10 pm
Chris J Davis
Overtext pending moderation...
Effects along the lines of "you cannot do X unless you have no choice" are always a bit iffy. It would be enough just to say "if you end your turn in darkness, gain 1 horror" (though this may already be a horror card...?).
There is indeed a horror card called Nyctophobia, but I believe it just prevents you from entering a space with Darkness (or gives you a skill check penalty in the dark? something minor). Since Insanities should generally be worse than Horrors, you could make it "If you end your turn in range of a space with Darkness, gain 1 horror". On the same train of thought you could add Pyrophobia; "If you end your turn in range of a space with Fire, gain 1 horror".
Fight over Flight would be a death sentence if you get stuck in the mob on Escape from Innsmouth. You're not supposed to go toe to toe with it, and it drags you along.
Fear of People should probably be "share a space with", otherwise when you try to end the game your character will start taking unavoidable Horror every turn.
I imagine these would be played face up since there's no reason for them to be kept secret anymore?
- Last edited Tue Oct 4, 2016 11:14 pm (Total Number of Edits: 5)
- Posted Tue Oct 4, 2016 10:42 pm