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Arkham Horror: The Card Game» Forums » General

Subject: Wishes for Future Stand-Alone POD Scenarios? rss

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Panagiotis
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It's probably the old role-player/GM in me, but when a thematic game like AH:TCG really catches my interest, I find myself dreaming up new settings and hooks for scenarios I'd like to play.

Currently, my wish-list would include:

1.
A setting in North Africa, such as Morocco, Tunisia, or Egypt. The twisty narrow streets of Tangier or similar cities would be perfect for card locations. Also, The Necronomicon itself has Arabic roots, so it seems natural that investigators may be called upon to investigate cohorts of the infamous Abdullah Alḥa ẓred.

2.
Prague. The city is steeped in the history of European alchemy and magic, and looks every bit of it. Statues coming to life? Chasing or evading cultists over the Charles Bridge? Yes, please.

3.
San Francisco. It's a pulp noir classic urban location, but especially I'd like to see an investigation-centered scenario play out in the interior of a sprawling Cali-Victorian hotel, the kind of place where a fraudster spiritualist might accidentally make contact with the wrong dead ancestor.

If you had the ears of Nate French and Matthew Newman, which settings would you like to see FFG feature as stand-alone POD scenarios in the future?

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Chris Ferejohn
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Motoningennoken wrote:
I just wish they release lots of them. Just no thugs, speakeasies and things that don't fit the Mythos.


Umm, how do those things not fit the mythos? They fit the time period perfectly.
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I made the first scenario of what will be a 3-part campaign if there's enough interest after the first one. The second one will be set in the streets and paths of Cairo. If you're interested, try it out and see what you think. It was created with theme in mind. I.e., all the mechanics relate to actions you think you'd take. E.g., in the Medieval Wing of the museum, if you don't have a weapon equipped, for an action you can add +2 to your strength for the rest of the turn. In an RP sense, you're grabbing a mace (or weapon of your choice) off of the wall.

https://boardgamegeek.com/thread/1754803/sphinx-and-sands-pr...
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Panagiotis
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Mat628 wrote:
I made the first scenario of what will be a 3-part campaign if there's enough interest after the first one. The second one will be set in the streets and paths of Cairo. If you're interested, try it out and see what you think. It was created with theme in mind...

https://boardgamegeek.com/thread/1754803/sphinx-and-sands-pr...


I'll definitely check it out! Haven't played any, but I'm amazed by the creativity in many of the home brew scenarios I've looked into. The labor and time that must go into designing and printing cards seems daunting, and it's kept me from trying to create my own scenarios.
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Panagiotis
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Motoningennoken wrote:
I just wish they release lots of them. Just no thugs, speakeasies and things that don't fit the Mythos.


I dunno. I think it depends on how well it's pulled off. FFG has already diverged quite a bit from the existential style of Lovecraft's fiction. For instance, there is almost no combat in Lovecraft's stories. The Arkham Files universe is far more pulp noir. Also, even in its original context, the Mythos is wide-ranging, as HPL himself drew on diverse works, e.g., Lord Dunsany, Arthur Machen, Robert Chambers, Clark Ashton Smith, and the list goes on. Not to mention the authors who came later and expanded on the Mythos.

Would you limit scenarios to only those locations explicitly mentioned in Lovecraft's published work?
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Drew
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Motoningennoken wrote:
cferejohn wrote:
Motoningennoken wrote:
I just wish they release lots of them. Just no thugs, speakeasies and things that don't fit the Mythos.


Umm, how do those things not fit the mythos? They fit the time period perfectly.


The [fact that it fits the] time period has nothing to do with the original stories. I want scholars faced with timeless horror and eldritch tomes, not lowbrow degenerates with tommyguns. It's like FFG thinks Old Bugs was part of the mythos...


All of the FFG Arkham Files games are based off the Call of Cthulhu RPG, where all of those elements are perfectly at home. The games have never tried to emulate a pure Lovecraft setting.

I doubt Lovecraft would ever have thought of a shotgun welding Nun riding a motorcycle all while waving an Elder Sign around.

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Fantasy Flight has sanitized and streamlined a lot of Lovecraft. I'm by no means a Lovecraft authority, but in FFG cultists serve as really only to raise the supernatural. In the few stories I read they didn't have contact with them very often. They just did things which were utterly depraved, or in reality themselves became so utterly depraved, that seeing their behavior drove normal men mad.

To each their own on what makes things, especially theme, work for you. If gangsters are out of place, they are. But I don't think it's out of genre for supernatural events to happen at a casino vs the Whately Farm, middle of the ocean, or anywhere else. But it's not a right/wrong issue. Personally I'm more interested in mechanics and the connection between the mechanics of the locations and gangsters in The House Always Wins and the ability to visualize the pit boss watching over the most snoopy of your group until he sees you take something or just runs out of patience made it my favorite arkham scenario of any of their products.
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Brandon H
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Motoningennoken wrote:
Pokeweed Mitogen wrote:
Would you limit scenarios to only those locations explicitly mentioned in Lovecraft's published work?


Same goes in reverse, would you include anything influential from the 20's? Cards like "pack of q-tips", "giant hair-drier", "electric blender", "pop-up toaster?"...

If they made for a good story and fit the game, sure. That seems unlikely, though.

I'm in agreement that games based on the Cthulhu mythos in general don't fit the mood of Lovecraft's stories. That divergence happened about thirty years ago with the first attempts at gamifying Lovecraft. The games are their own thing.

That said, here's The Horror at Red Hook.
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MC Shudde M'ell
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Motoningennoken wrote:
Same goes in reverse, would you include anything influential from the 20's? Cards like "pack of q-tips", "giant hair-drier", "electric blender", "pop-up toaster?"...


I WANT ALL OF THOSE THINGS NOW

Christmas Eve, Kingston Falls - come on people, the Scenario writes itself!
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Dean L
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A scenario where, as you play, you realise you're being manipulated into summoning something awful, and the only way to get the best ending is to take the retire option that's been available from the start.

A scenario set entirely in the investigators' heads.

An Arkham/Android crossover with Weyland trying to summon an old god.

(And yes those are all a bit silly, but given how inventive the Mythos packs are already, I'm hoping that means they can take the POD scenarios in really off-the-wall directions).
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A scenario in which the investigators go to Louisiana to deal once and for all with the giant octopus in the lake. The one that pops up in the "Call of Cthulhu" Novel.
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Paul Burg
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The main thing I'd like to see as far as standalone scenarios are investigator-specific side quests. These would be scenarios that are only available as long as that investigator is involved, goes in to some element of that character's backstory, and has a specific reward for that investigator (and bonus XP for everyone else). Those rewards could be just new assets/events, upgraded versions of their existing unique cards, are less impactful versions of their unique weaknesses. Failure could see unique cards removed, or new unique weaknesses added.
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sacrelicious2 wrote:
The main thing I'd like to see as far as standalone scenarios are investigator-specific side quests. These would be scenarios that are only available as long as that investigator is involved, goes in to some element of that character's backstory, and has a specific reward for that investigator (and bonus XP for everyone else). Those rewards could be just new assets/events, upgraded versions of their existing unique cards, are less impactful versions of their unique weaknesses. Failure could see unique cards removed, or new unique weaknesses added.

There's a custom/fan-made quest in here that's designed for only 1 investigator.
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I'd like an "At the Mountains of Madness" campaign.
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Sylvain Hebert
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À chupacabra adventure...
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Panagiotis
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Voodoo257 wrote:
À chupacabra adventure...


Though not a POD product, with Forgotton Age we have now have a whole cycle set in Mexico, so good call! Maybe a one will show up.

Also, one to check off the POD wished-for list is the newly announced set of adventures set in Egypt: Guardians of the Abyss.
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