Vampire Darkness Playtest – Quest 1 (2nd attempt)
April 16, 2019 Massive Darkness
This is my second playtest of quest 1. This time, a couple of friends played with me, and overall they enjoyed the new rules better than out of the box Massive Darkness. The game still takes too long, though. After about 7 1/2 hours, we decided so quit. My goal is a 4 hour quest. To that end, I am going to change the rules to require 3 clues instead of 5 AND remove a tile. To add some excitement to the end game, I will add a spawn point that begins spitting out guards every round once King Tusk is rescued (Gold quest only).
There are some other changes I will implement:
- Change the Bribe/Interrogate rules to provide XP and loot on successes
- Fix totems. The Debris totem ground the game to a halt, which wasn’t my intent. I like the idea of having them, but they need to be an inconvenience but not a show-stopper. This means I will need to make new trap cards and reprint them. The Fire totem actually worked nicely, though.
- Trying to Bribe slowed the game down (because Bribing is harder than Interrogating), and the players were unimpressed with the benefit of allies. Although they have their uses as-is, they aren’t as good as the pet allies from Friends & Foes, so I am thinking about buffing them. Possibly +1 melee hit for melee type allies, +1 range hit for range type allies, +1 magic hit for magic type allies, and +1 shield for defensive type allies. So there is a synergy is gaining an ally that matches your specialty, but they can also be useful as a complementary class (for example, an archer as an ally for a tank). I’ll have to mess around with this one.
I’ll post the revised quest once it’s ready.
In the meantime, here’s some picture from the second playtest:
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