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<blockquote data-quote="Dog Moon" data-source="post: 6719067" data-attributes="member: 23023"><p>It actually IS a Lovecraft game, also produced by FFG. The Overlord aspect of MoM is the best of the three, nicely balanced way of doing Overlord. However, what COULD have been a neat aspect of the game [this missions] ended up being absolutely terrible. They were supposed to provide you clues until you find the goal, but the clues tended to be too vague to follow so we ended up just wandering around everywhere almost as if they didn't exist. And then the final part of the mission would say "In the last two rounds, if X does/does not happen, the Overlord/Players win" but because we were unable to follow the clues we either randomly happened to have what we needed or completely failed to have what we needed. This meant that when the final card was drawn, it was basically suddenly "Overlord wins/Players win" without much chance to do anything. Like "If the players have the key and are standing in the room, they win". We would either have already happened to do that and were like "So we have one turn to find the key and make it to the room... even if we had the key we're three turns away from reaching the room. Yep, we're done."</p><p></p><p>I remember one mission where we would have actually done better if we had just done absolutely nothing and stayed in the entrance room of the mission. We would have won. It was absurd.</p><p></p><p>But yeah, one of my projects is to make a game like Descent that solves the problems of the game and adds some new interesting things to the game to make it appeal not just to our group but others as well. I was actually planning on originally having it be completely coop, but I think it would be too difficult to add in a little bit to make an Overlord player if so desired.</p></blockquote><p></p>
[QUOTE="Dog Moon, post: 6719067, member: 23023"] It actually IS a Lovecraft game, also produced by FFG. The Overlord aspect of MoM is the best of the three, nicely balanced way of doing Overlord. However, what COULD have been a neat aspect of the game [this missions] ended up being absolutely terrible. They were supposed to provide you clues until you find the goal, but the clues tended to be too vague to follow so we ended up just wandering around everywhere almost as if they didn't exist. And then the final part of the mission would say "In the last two rounds, if X does/does not happen, the Overlord/Players win" but because we were unable to follow the clues we either randomly happened to have what we needed or completely failed to have what we needed. This meant that when the final card was drawn, it was basically suddenly "Overlord wins/Players win" without much chance to do anything. Like "If the players have the key and are standing in the room, they win". We would either have already happened to do that and were like "So we have one turn to find the key and make it to the room... even if we had the key we're three turns away from reaching the room. Yep, we're done." I remember one mission where we would have actually done better if we had just done absolutely nothing and stayed in the entrance room of the mission. We would have won. It was absurd. But yeah, one of my projects is to make a game like Descent that solves the problems of the game and adds some new interesting things to the game to make it appeal not just to our group but others as well. I was actually planning on originally having it be completely coop, but I think it would be too difficult to add in a little bit to make an Overlord player if so desired. [/QUOTE]
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