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Subject: A campaign of horror... rss

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Gary Tanner
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So I've got all the expansions for Arkham Horror, but haven't played them. Was sitting down one day and trying to figure out how to get through them all and came up with the following campaign idea. Thought I'd post it here, see what people thought, and if people liked it, it might inspire them to do the same.

Basically, we would be starting with the basic set, then going through each expansion in order of when it was published. So the order would be:

Arkham Horror
Curse of the Dark Pharaoh
Dunwich Horror
The King in Yellow
Kingsport Horror
The Black Goat of the Woods
Innsmouth Horror
The Lurker at the Threshold

The Miskatonic Horror expansion is largely extra cards for each of the above expansions and so it will be a part of each expansion we play.

When players choose their characters, that will be the character they will be playing until the end (the devouring of the character, or the end of the campaign, whichever comes first). The character will start the Arkham Horror game with its starting equipment. After the game ends, surviving characters will roll a d6 to see what equipment they will still have at the start of the next game. On a 1-4, the item/spell/skill/ally/retainer/etc/etc stays and is available for the next game. On a 5-6, it's gone.

If a character is devoured in the game, he/she is permanently gone, that character cannot be used in future expansions.

We'll also be playing with the Injury and Madness cards from one of the expansions. How these work is if a character would go insane, normally they go to the asylum, get back 1 sanity, lose half their items and clue tokens. Instead, they can choose to take a madness card. These cards have negative traits to them, but in return, you lose no items, still go to the asylum, but automatically recover full sanity. Just like the item cards, there will be the same chance that these will be lost between adventures.

There are some other cards we'll use throughout, which are task/mission related. Some are quite difficult to complete in a game, so having them throughout will give a better chance of completion.

Each expansion will be used to its fullest. For example, there are two ways of using the Dark Pharaoh, one is to mix it in with the other cards as a sideshow act, the other is to make it the main focus. We'll make it the main focus.

A lot of the expansions have cool things we can use as add-ons, as opposed to the full expansion, like guardians. We can vote at the end of each expansion as to which elements we may want to continue using throughout.

After we've completed the last expansion, The Lurker at the Threshold, we'll have one final game. This will include all of the big box expansions, so we'll have the main board, plus 3 additional small boards. Plus any of the rules from the other expansions we've chosen to add in.
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Damo
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That sounds like an excellent idea. And a good way to get the unplayed expansions onto the table.
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Andrew Sinclair
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That sounds like a great plan -- and a good idea for a series of session reports.
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Darren Thornton
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MilesF wrote:

After the game ends, surviving characters will roll a d6 to see what equipment they will still have at the start of the next game. On a 1-4, the item/spell/skill/ally/retainer/etc/etc stays and is available for the next game. On a 5-6, it's gone.


I am assuming characters would begin with starting equipment. Not sure why you have reversed the roll though, surely keeping an item would be a bonus so you would need a success (5 or 6) to keep it. It might go some of the way to avoiding charcters becoming overpowered a a couple of games as well.
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Gary Tanner
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They would start with starting equipment for the first game only, after that it's a roll for each item. It may end up with them being more powerful as the game goes on, but I'm also thinking it may balance out with the fact that they'll want to keep that equipment, so will more frequently take injury and madness cards than just die or go insane.

Also, obviously, any time they lose the game, all characters involved will be devoured, so it'll be even more of an impact on them.
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Avi Noneofyourbusiness :')

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When you're done with your campaign, try the Fan Creation League :')
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Danny Stevens
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This sounds very exciting. I too am very keen to see the session reports.

I think skills should be exempt from the dice roll. What happens to blessings memberships in cults and Trophies? Does Sanity and Stamina max at the beginning of each?
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Gary Tanner
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I'm leaning towards letting them keep the skills, memberships and blessings may go away though. That would represent them doing something wrong in between that cost them their membership. Sanity and Stamina will return to their starting stats for each new session.
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