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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: ZenWired on 06 May 2010, 06:33:12 PM

Title: SA House Rules
Post by: ZenWired on 06 May 2010, 06:33:12 PM
For those who are interested: I've posted a few of my gaming group's house rules on my blog:

A Hard Won Thing (http://ahardwonthing.blogspot.com/)

These include simple rules covering darkness (and Extra Gear to combat it) and selling items on the black market for Build Points.

Enjoy!  :)
Title: Re: SA House Rules
Post by: gauntman on 06 May 2010, 09:14:10 PM

Enjoyed reading all your blog entries.  Your added house rules are interesting.  I don't know how I feel about Lurker player team development yet but the Black Market rules are a neat facet.
Title: Re: SA House Rules
Post by: Uncle Mike on 07 May 2010, 02:08:57 AM
Quite like the look of those darkness rules! Nice job! I'll be trying those out on game night.  :)
Title: Re: SA House Rules
Post by: ZenWired on 07 May 2010, 02:39:21 PM
Quite like the look of those darkness rules! Nice job! I'll be trying those out on game night.  :)

We haven't had a chance to give these darkness rules a full playtest - I'd love to hear how they work (or don't) for you.  :D
Title: Re: SA House Rules
Post by: jnr on 07 May 2010, 04:09:46 PM
I did some thing similar here http://leadadventureforum.com/index.php?topic=17417.0
Like you I have not tested them, but I think illuminatation has a very big part to play within the game in the dark when you consider all the things that can be used for light, fire demon, all forms of torches, flame throwers, braziers.
I would like to see sum form of hidden movement in the dark or even in fog.