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Miniatures Adventure => Call of Cthulhu => Strange Aeons => Topic started by: Uncle Mike on 20 February 2013, 04:39:37 PM

Title: Strange Aeons: Second Edition...
Post by: Uncle Mike on 20 February 2013, 04:39:37 PM
Been doing some re-organizing of the various rules and stuff in preparation for Second Edition (still a ways off yet...so, don't panic!) and thought it would be best to open a discussion here on all the things that you guys think need tweeking or changing. Any rules that you don't like? House rules that you use...stuff like that. All comments welcome, in the end I need you guys to help make this the greatest thing we have ever done!  :)

Best Regards,
Uncle Mike
Title: Re: Strange Aeons: Second Edition...
Post by: Mathyoo on 20 February 2013, 05:25:53 PM
I almost got a heart attack...just got all those rules!

As for the change, I haven't played much games but I could use more detailed explanations of various rules and possibilities. Somehow nothing springs to mind, but frenzy rule is pretty hazy, for example. More scenarios are always welcomed and perhaps a chance to play lurkers campaign with little lurker character...I know Kulten is in the making, but that brings all other gameplay out for me.

Oh, solo rules paragraph really bothers me, to be honest. I feel it is...useless, so to say. It doesn't provide you with actual rules and you can always throw some dice solo, if you know what I mean. I do not say that the rules book has to contain solo rules, just that personally, I'd put them out if they seem half done. But that is just my personal opinion.

I did liked the story and I love the black dossiers (never played any, but planned to play them since I got ST2 and more so with ST3). Perhaps you could bunch different lurker profiles that would give themed armies. I have read some of the Lovecraft novels and I know what goes with what roughly, but I could always use some pointers for "flavored" campaign...if you know what I mean. But then again, that isn ot something that has to be in the rules if you got confined space...its easily a fan's work.

I also found out that it is possible for the game to get pretty monotonous when same equipment and lurkers are being used, but that is problem of players, not the rules imo.


Here, brainstormed a bit. And I hope I do not sound too negative, I can and I do always say Strange Aeons is the games I had most fun with, so thank you. I would certainly keep the core, rephrase few bits, add a reference sheet (when I play I need 2-3 books open :P), add some new items/scenarios/agents/lurkers (so it doesn't end up just tidied up 1st edition) but I would love to see it stay what it is now.
Title: Re: Strange Aeons: Second Edition...
Post by: superflytnt on 20 February 2013, 06:03:34 PM
I have a short list...

1. Clearer close combat rules...it's very confusing at first (and later) especially without the FAQ example.
2. Consolidation of information - A quick reference card, ideally one that is full page but can be removed from the book and cut into two identical sheets, would be nice. If they could be put on double sided playing cards, that would be ideal.
3. Getting away from full page lists for threshold and lurkers, and moving toward 1/4 page cards, such as those made by one of the users on this board. They're superior to full length lists in every way, in my opinion.
4. More, and more varied, standard (rolled) missions. Most of the missions have the same "kill 'em all" or "kill it" vibe, which takes a lot of shine off of the game from the perspective of a new player. No two standard missions should feel the same.
5. A few more weapons, new weapon powers.
6. A deck of cards, sort of like the first set of cards you produced (I forget what they're called) with a pseudo AI for solo games, that controls the lurkers' actions. Nothing super specific, but something that limits the player's options so that they aren't essentially just playing a double-sided chess match.

For Example:

"The creature strikes!"
Nominate the most expensive (BP) model and move toward the closest (or strongest, weakest) Threshold model. If the Lurker model has a ranged attack, make that attack. If not, then attempt to charge. If any Lurkers are of the same value, choose the model that is closest to a Threshold operative.

7. This book should contain EVERYTHING from all of the books printed thus far, aside from the Black Dossiers. Those should be printed in quarterly or bi-annual scenario books. Were I you, I'd run the 2ed book and a small print run (or watermarked PDF only) Black Dossiers concurrently, and then offer up new scenario books over PDF from that point forward, leaving the rules alone.

8. Edit, edit, edit. Make sure that a couple of people like Mason, who really run the "fan club" get them in advance and review them so that no FAQ will be required after the fact. Playtesting can't be done solely by people you know, it ends up that only people who know the game will "get it".

Title: Re: Strange Aeons: Second Edition...
Post by: Alien Dave on 20 February 2013, 06:24:52 PM
How about emphasising the subtle difference between BP, Build Points and Base Points?  Or even renaming them to avoid confusion?

DW
Title: Re: Strange Aeons: Second Edition...
Post by: superflytnt on 20 February 2013, 06:54:38 PM
How about emphasising the subtle difference between BP, Build Points and Base Points?  Or even renaming them to avoid confusion?

DW

THIS.

CP (Character Points) and BP (Build Points) would be AWESOME.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 20 February 2013, 07:22:30 PM
Should mention that 2nd Edition is likely a 2015 release at the earliest, so this isn't an immediate prospect.  It will be, at it's core, an amalgamation of Strange Aeons, Morbid Adventures, and non-Black Dossier rules from Shocking Tales.

I absolutely agree about peppering the book with practical examples to help explain the rules better.  Not only does this help with clarity, it can make the experience of reading the rules much less dry.  Also agreed on a change in terminology re: Base Points vs. Build Points.  Not so much on a shift to reference cards.  We're old Mordheim/Necromunda/Gangs players at heart, and a roster sheet is second nature to us.  Not to say we can't offer up some player creations via the website though.  Honestly, I think including a record sheet at the back of the book for "photocopying" is a bit of a dated concept anyhow, and I'm inclined to stop putting in a hard copy and replace it with a page directing players to the website, where they can choose from a variety of player aid PDFs.

Upon re-editing some of the core rules for Kulten, I've actually stumbled upon a few areas where we haven't even been following our own rules!  One example: we always allow climbing if the terrain is deemed reasonable, and I don't think I've once seen a ladder or rope on the table.  Personally, I'd like to rewrite this such that a model can normally climb up to half its Movement (these aren't monkeys!), or full Movement in the presence of a climbing aid (ladder, rope, etc).  This also opens the door to adding a new skill that would allow models to climb faster without help.  Speaking of, there are going be more skills.  A LOT more skills....

Solo rules seem to come up a fair bit, and I'll be right up front about this one: nobody on the design team has any experience with solo wargaming, and I therefore don't think it's something we have the talent to address internally.  I've seen far, far better ideas out of many of you than anything we could come up with on our own.  So, if an avid solo gamer were to, say, develop a quality card-based "AI" system, it'd be something I think we'd be more than interested in adopting into the official rules.
Title: Re: Strange Aeons: Second Edition...
Post by: smokezombie on 20 February 2013, 08:04:55 PM
Agreed on the BP vs BP confusion thing and on more weapons.

More skills would also be fun.

Personally I'd like to see it easier to have a magic using agent. It is quite hard to keep an agent alive long enough ( using valuable win skills on then) so they can cast one ( hard won and translated) spell only once. I can't remember which LAF members site ( edit.. It's on Sheerlucks) I saw it on but they had a House rule that once a spell is translated its learnt for good but can only be cast once per game. I quite liked the sound of that.

I love SA as is so any additions would be a bonus. Cheers UM
Title: Re: Strange Aeons: Second Edition...
Post by: Sheerluck Holmes on 20 February 2013, 09:48:46 PM
BP & BP is the first change that springs to my mind, and a clearer combat example that was explained in the FAQ is hard on its heels.

I mostly play SA as a solo game, so I would be more than happy to sign a confidentiality agreement to help develop a solo system for the game.

 I would also love to see a system for designing our own lurkers and allocating BP for them.  Simply saying 'play the new lurker and adjust the BP cost accordingly" is something that doesn't work.

 A collection of house rules that could be entitled "Optional rules" would be nice too.
Title: Re: Strange Aeons: Second Edition...
Post by: Cherno on 20 February 2013, 10:51:01 PM
Definitely the frenzy rule, it nerfs the otherwise pretty fine Fishmen severly  :?
Title: Re: Strange Aeons: Second Edition...
Post by: superflytnt on 20 February 2013, 11:45:40 PM
BP & BP is the first change that springs to my mind, and a clearer combat example that was explained in the FAQ is hard on its heels.

I mostly play SA as a solo game, so I would be more than happy to sign a confidentiality agreement to help develop a solo system for the game.


I could playtest with you, brother. I've got experience designing these kinds of rules.
Title: Re: Strange Aeons: Second Edition...
Post by: obsidian3d on 21 February 2013, 12:19:50 AM
I'll add my wish for clearer separation of build points vs base points. It's really quite confusing.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 21 February 2013, 11:55:55 PM
I'll try and bump this every couple days with responses to these posts...don't be mad/sad if I don't directly respond but please know that all comments and questions will be considered.

First off, the Base/Build point thing...I thought this was a great idea but everyone has issues with it but me. This will definitely be changed for the second edition. Thoughts on the names?
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 22 February 2013, 12:25:26 AM
Always liked Character Points and Equipment Points myself.  Not like I happen to have any half-written game variants that already use those terms or anything, mind....   ;)
Title: Re: Strange Aeons: Second Edition...
Post by: Dezmond on 22 February 2013, 05:05:30 AM
My principal interest in Lovecraftian miniatures gaming is to shoot monsters with Tommy Guns, so my main requirement for a second edition is that it would be intentionally unbalanced so that fielding at least one Thompson submachine gun (but ideally not many more than one -variety!) is The Cheesy Option.
Title: Re: Strange Aeons: Second Edition...
Post by: Sheerluck Holmes on 22 February 2013, 07:24:20 AM
An index would be nice too  :)

CP (Character Points) and EP (Equipment Points)/BP (Build Points) both work for me.
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 22 February 2013, 02:48:38 PM
An index would be nice too  :)

CP (Character Points) and EP (Equipment Points)/BP (Build Points) both work for me.

These would bemy main points, too.
Introducing the game to a new player, it is always explaining the BP/BP thing that causes some consternation.

And an index HAS to go in there.
The two games that I play the most (SA and Mordheim) both lack that feature, which can be infuriating at times.

I also think that the Fear thing can work heavily against the Lurker player at times, with the object victim running away, leaving the charger to be gunned down in the following turn.
Maybe a small tweak there...


As for the AI thing for Solo play: I have an idea for that that I think will work and be simple to use and not always predictable.
It was developed for the movement of Zombies in Solo play, but with various tables should work for all Lurker types.
I will send you a PM over the weekend about this, Uncle Mike, for your perusal.

Title: Re: Strange Aeons: Second Edition...
Post by: blacksmith on 02 March 2013, 11:38:06 AM
Possibiliy of solo gaming.
Pdf version.
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 02 March 2013, 01:34:44 PM
Possibiliy of solo gaming.

Will get that solo system idea over to you soon, Uncle Mike.
Not had time to get it all down in a clear format. Pics of my scribbles would not be good.
I am pretty sure that you will like the idea, easily workable.

Title: Re: Strange Aeons: Second Edition...
Post by: Snugger on 05 March 2013, 09:24:58 AM
I'm also very interested in a pdf-option. Since that is the one and only reason I have not bought the game yet.
Title: Re: Strange Aeons: Second Edition...
Post by: Za Zjurman on 05 March 2013, 01:45:38 PM
I'm also very interested in a pdf-option.

+1 (it might also get you more European gamers/buyers)
Title: Re: Strange Aeons: Second Edition...
Post by: Pseudopod on 10 February 2014, 12:18:35 PM
I got excited when I found this post. A 2nd edition would be great.

I have a few ideas about the game so thought I'd throw in.

1) I agree with the BP/BP confusion, it'd be good to rename them something along the lines of Recruitment and Equipment points.

2) A 2d6 Insanity Table. I like the insanity in Strange Aeons and would like to see more insanity, since more insanity leads to more hilarity! Attacking oneself? Temporarily losing statistics? Worsening the resolve of your fellow man? Temporarily forgetting skills? There's a lot that could be tried. It might serve to reduce the frequency that Frenzy comes up too which may be a good thing.

3) More opportunities for trophies and clearer description of the re-equipment phase. The re-equipment phase was the single most confusing area of the rules for us when we got into playing the game and I think it'd be a good idea to flesh it out in 2nd edition. Would it be possible to win BP in scenarios? This would represent resources recovered from cultists or the increased funding of the Threshold due to the heightened seriousness of the threat they face. For example you might gain 3 equipment points after a scenario that may be spent to re-equip the list.

4) Threshold HQ. It'd be good for customisation to have some persistent bonuses/ limitations dependent on facilities that are available to the Threshold. I guess it's all getting a bit Necromunda at this point but I thought it'd be good for the flavor of the game to flesh out the organisation aspect of the Threshold agency and add a little extra detail to the post-game phases.

I have other ideas too but need to ponder them a little longer!




Title: Re: Strange Aeons: Second Edition...
Post by: Oldben1 on 10 February 2014, 03:12:02 PM
I agree when it comes to solo gaming.  The PDF is a good idea too, especially since I have access to a fancy printer at work!
Title: Re: Strange Aeons: Second Edition...
Post by: Irishrover13 on 10 February 2014, 06:38:48 PM
I agree when it comes to solo gaming.  The PDF is a good idea too, especially since I have access to a fancy printer at work!

The Morbid adventure PDF contains solo play rules.

Cheers,

Irish
Title: Re: Strange Aeons: Second Edition...
Post by: Cherno on 10 February 2014, 06:58:57 PM
I also would like to see more insanity. It's not fun as Lurker to charge with a fishman only to have to victom "fail" his morale test half of the time and just move back out of range  :'(

Regarding A.I. for solo or coop play, I might have posted this here elsewhere but I'll just add it again. One of the best A.I. mechanics is the one from the Gears of War boardgame. Each enemy type has one or more cards, those cards will control his behavior. They are drawn randomly from the assembled deck. On a card, you would typically have a text that ask wether one of two circumstances is true (for example, if the enemy sees at least one investigator, or none). Depending on this, the enemy acts. Maybe he would just move towards the nearest investigator with or without taking cover, or he might heal himself a little, or he might charge, make a ranged attack, move towards the nearest command figure, and so on. It is quick and gives good results with the need for endless charts. Different enemy types can get a different behaviors (or even a range of related behaviors), such as a Snakeman mage staying back and hurling spells most of the time, and a Werewolf flanking and staying hidden until it it in charging range, and a zombie always moving forward.

(http://fantasyflightgames.com/ffg_content/gears-of-war/preview2/gow-ai-card-general.png)

(http://cf.geekdo-images.com/images/pic1101948_md.jpg)

Edit: And yes, the BP/BP thing has to go ;)
Title: Re: Strange Aeons: Second Edition...
Post by: black hat miniatures on 11 February 2014, 09:51:41 AM
+1 (it might also get you more European gamers/buyers)

You do know that we sell SA in Europe?

Mike

www.blackhat.co.uk
Title: Re: Strange Aeons: Second Edition...
Post by: Sheerluck Holmes on 13 February 2014, 03:05:35 AM
The Morbid adventure PDF contains solo play rules.

Cheers,

Irish

It is more along the lines of a paragraph saying you can play the game solo as opposed to an actual set of rules explaining how to do so.
Title: Re: Strange Aeons: Second Edition...
Post by: Oldben1 on 13 February 2014, 03:58:45 PM
Hey Sheerluck, I have been looking a lot at your solo rules for my own games.  I'm thinking about shrinking the board size as well.  I also need to figure out a lurker A.I. system that I like too.  Something with dice I guess.
Title: Re: Strange Aeons: Second Edition...
Post by: Sheerluck Holmes on 14 February 2014, 12:23:10 AM
Hey Sheerluck, I have been looking a lot at your solo rules for my own games.  I'm thinking about shrinking the board size as well.  I also need to figure out a lurker A.I. system that I like too.  Something with dice I guess.

G'day Oldben - I have replied to your PM in regards to the solo system, and happy to share ideas.
Title: Re: Strange Aeons: Second Edition...
Post by: Van-Helsing on 06 March 2014, 10:28:59 PM
As a "Noob" to strange Aeons (but not new to Wargaming) I would say more Mythos Creature Profiles (you've got Nightgaunts, Ghouls, and even a Godling in there - where are my Mi-Go dangnabbit LoL), rules for Lurkers to improve between games, solid Solo Play rules.
Title: Re: Strange Aeons: Second Edition...
Post by: Ballardian on 08 March 2014, 02:06:02 PM
Perhaps a slight tweak to the double-barreled shotgun, currently a bit of a no-brainer inclusion. Two fire modes; "give 'em both barrels" (using the current two shots & requiring an action to reload) and a single shot (with the standard shotgun profile).
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 08 March 2014, 09:59:28 PM
Perhaps a slight tweak to the double-barreled shotgun, currently a bit of a no-brainer inclusion. Two fire modes; "give 'em both barrels" (using the current two shots & requiring an action to reload) and a single shot (with the standard shotgun profile).

I was recently doing a bit of research (I know next to nada about firearms) and realized how backwards we have the single and double barreled shotguns.  Double-barrel should be a break-action weapon that requires reloading when both barrels are fired, and I think the cost could be reduced to 1 point in that case.  Potentially very nasty in the hands of a model with Lightning Fast though.
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 08 March 2014, 10:38:49 PM
Good points oh Lidless One and Ballardian.

Tracking ammo or shots fired would introduce some atypical book-keeping. This is off the top of my head, but how about giving the 'Spread' and 'Ready' special rules to the Double Barrel? This would allow both barrels to unload on one target or for two targets each to get a single barrel. Then pray and reload.. Would kill this gun as an 'Alert' weapon though.

That said, is there a need at all for a 'Reload' special weapon rule? A full 2 action activity? That would open things up for a bit of black-powder, perhaps tame some of the big guns and not mess with Alert...

2ยข from #64

Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 08 March 2014, 11:01:41 PM
I'm loathe to introduce a second rule so similar to Ready, but this does present a challenge.  Ready quite specifically requires an Action prior to taking a shot.  This makes sense for weapons that require advance prep, like setting up a tripod, focusing a scope, inserting a shell, etc, but it doesn't really reflect the need to pop the weapon open and reload after taking a shot.  If I was writing it in a vacuum (ie. not concerned about interaction with existing rules), it'd look something like this:

Unload - This weapon may double it's Rate for one Shooting Action. However, an additional Action must be expended to reload the weapon before it may be fired again.
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 08 March 2014, 11:08:59 PM
Yup, that describes it very well. Tidy, too.

Are there any other firearms / weapons it could or should apply to?
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 08 March 2014, 11:22:35 PM
Hmm, could add it to the Hand Cannon, changing the rate to a fixed 3D.  Nothing else immediately springs to mind, though I expect it'd be useful for more modern weapons: automatic pistols, assault rifles and the like.
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 08 March 2014, 11:44:24 PM
Then it adds depth to, or extends the system. Unload can be more than just a patch for the 2xbarrel shotgun. It still begs a small amount of tracking in game, but a totally acceptable amount.

Meanwhile, 2nd Ed. is still going to need muzzle-loading black-powder weapons.  ::)
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 09 March 2014, 12:14:45 AM
I think the most important thing for 2nd should be getting the solo rules sorted, as that way we can ALL play SA any time we want.
 ;)

Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 09 March 2014, 12:22:07 AM
Indeed! We need more Autonomous-Fish-Men!
Title: Re: Strange Aeons: Second Edition...
Post by: Van-Helsing on 09 March 2014, 12:33:44 AM
I think the most important thing for 2nd should be getting the solo rules sorted, as that way we can ALL play SA any time we want.
 ;)



SOLO RULES GOOOOOD!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 13 March 2014, 11:48:16 PM
Just going through this again. Getting back up to speed on the rules side of things. Many of these suggestions have already been acted on and we begin basic testing next week. But don't let that stop you, please post thoughts and I will begin to be less mysterious in my responses as I become certain about the framework of the Second Edition.

Cult members will be illuminated further in the coming issue of Fhtagn! All hail the Dark Mum! Join us before it is too late!!! ;D
Title: Re: Strange Aeons: Second Edition...
Post by: Van-Helsing on 14 March 2014, 12:26:46 AM
Im so glad I finally did LoL!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 23 March 2014, 03:27:11 AM
Played the first 'second edition' game to test the core changes and points spreads. Seemed to work frightfully enough...still couldn't manage to win though... :(

As we progress and work out the bugs I promise to start up some reports. Got a bunch of new figures on my desk that need to be painted first!  8)
Title: Re: Strange Aeons: Second Edition...
Post by: Van-Helsing on 23 March 2014, 12:16:15 PM
Has anyone else noticed that it seems that Games Designers rarely seem to win at their own Games . . . . . .
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 23 March 2014, 05:10:19 PM
Uhh, Mike, if you start winning regularly, I think it'll be a sure sign that we broke the rules.
Title: Re: Strange Aeons: Second Edition...
Post by: D@rth J@ymZ on 23 March 2014, 06:01:12 PM
I'll endeavour to make sure that that never happens... >:D lol
Title: Re: Strange Aeons: Second Edition...
Post by: Van-Helsing on 23 March 2014, 08:10:51 PM
Harsh, but Funny LoL!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 24 March 2014, 03:26:21 AM
-pulls tie, rolls eyes- I can'tz getz no respec!  :-I

Never to fear. I shall endeavor to invent more mind-smashingly (...and bodily-smashingly...) rancorous creations to exterminate my detractors. As a game designer who has gone quite mad it is my right!

... ;D...almost forgot to use the crazy face...
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 29 March 2014, 04:01:09 PM
Just rounding out the rules for Promotion...it is now a four teared system. Quite happy with this change as it allows for some nice dynamics while compartmentalizing rules...so you don't need to learn them all at the start.

Also, solo play is being worked on...more on who, why and how as it progresses.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 29 March 2014, 04:27:40 PM
And it goes without saying that the Build/Base points are also changing. They will now be Personnel Points and Equipment Points. Simple math: PP + EP = Total Points.
Title: Re: Strange Aeons: Second Edition...
Post by: Mathyoo on 30 March 2014, 07:56:36 AM
That sounds like a good solution for BP and BP problem :D.

For promotion, do you mean there will be a "tree" branching out or 4 "levels" of promotions?
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 30 March 2014, 03:09:20 PM
If you recall, Shocking Tales of Madness and Mayhem #1 had a very basic promotion system. Basically, after winning 15 games you get promoted...not at all easy to do. Now, the system sees the Threshold team receiving promotions after 5, 10 and 15 wins. The new system also ramps up the difficulty as the team moves along. New scenarios, bonuses to the Lurkers...that sort of thing.
Title: Re: Strange Aeons: Second Edition...
Post by: Van-Helsing on 30 March 2014, 03:17:59 PM
SOUNDS GREAT!
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 30 March 2014, 03:43:51 PM
If you recall, Shocking Tales of Madness and Mayhem #1 had a very basic promotion system. Basically, after winning 15 games you get promoted...not at all easy to do. Now, the system sees the Threshold team receiving promotions after 5, 10 and 15 wins. The new system also ramps up the difficulty as the team moves along. New scenarios, bonuses to the Lurkers...that sort of thing.

That makes a lot of sense and seems very similar to the way we, as a group, had been playing the game.
I had been playing the Lurkers the vast majority of the time, with the rest of the players concentrating on their own teams and developing a 'history' for them.
This way I could run the Lurkers almost as a GM, making them slowly more difficult to take on, whilst still giving the 'Good Guys' a good chance of winning.

We also introduced a mandatory 'Black Dossier whenever a team has played ten games, regardless of win/loss record.
This would reflect their experience and the need to 'liven things up' now and again.

Of course, the fact that there were a large number of us dipping in and out of the campaign suited this style and even helped it tick along nicely.

We need to start a new 'season' soon....

Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 30 March 2014, 04:21:36 PM
I feel you. We have been modifying and changing rules for quite some time now. The framework seems sound...now, to get back to playing!
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 30 March 2014, 05:53:48 PM
Are we going to be driving cool old cars in 2nd ed.?
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 30 March 2014, 06:15:41 PM
This is a possibility. Most likely it will be in the first expansion as the main rulebook is jam-packed. Twice possibly three times the size of first edition. Sooooo much evil stuff.  :P
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 30 March 2014, 06:37:13 PM
Possible is all I ask.

I have a selection of quality white metal and resin 28mm vehicles that need a reason to be moved to the top of the queue.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 04 April 2014, 03:45:38 AM
A discussion in another thread brought up common weapons, so I figured I'd toss out a little info on that front.  The selection of 0.5 Point 'common' items has been expanded, and will now include more than just weapons.  Better options for outfitting your cultists on the cheap! 

Also, Threshold models will no longer come with preassigned gear, so you choose only the items you want: no more unwanted .45s or Bowie Knives!
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 04 April 2014, 04:04:42 AM
You realise there will be rabid, anticipatory froth before we see the first proof....
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 04 April 2014, 04:28:03 AM
Counting on it!   ;D
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 04 April 2014, 11:28:07 AM
A discussion in another thread brought up common weapons, so I figured I'd toss out a little info on that front.  The selection of 0.5 Point 'common' items has been expanded, and will now include more than just weapons.  Better options for outfitting your cultists on the cheap! 

Will 'snazzy robes' be an option?
 ;)

Title: Re: Strange Aeons: Second Edition...
Post by: styx on 04 April 2014, 12:54:33 PM
A discussion in another thread brought up common weapons, so I figured I'd toss out a little info on that front.  The selection of 0.5 Point 'common' items has been expanded, and will now include more than just weapons.  Better options for outfitting your cultists on the cheap! 

Also, Threshold models will no longer come with preassigned gear, so you choose only the items you want: no more unwanted .45s or Bowie Knives!

Are the point costs dropping some to balance this to buy additional gear? Sometimes, an agent goes in naked for the first game with the knife and pistol to see what happens then develop them.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 04 April 2014, 01:03:13 PM
You guessed it Styx. The points have dropped somewhat to allow for this...and the weapons list is bigger, giving you more choice!
Title: Re: Strange Aeons: Second Edition...
Post by: Mathyoo on 04 April 2014, 01:43:53 PM
Will the expansions become obsolete?
I still haven't gotten to play any of the black dossiers and I'd really want to play all of them eventually  :'(
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 04 April 2014, 03:29:14 PM
Not at all. The main book will not feature the Black Dossiers as these will be compiled (and added to, as we have a few more...) in the first expansion. Some points will no doubt be wiggled 'round a bit but the core will remain the same.
Title: Re: Strange Aeons: Second Edition...
Post by: Cherno on 04 April 2014, 03:38:40 PM
Can you post a list of all weapons with their stats beforehand? I'd like to update my equipment cards with the revised stats but I don't know when if I'll be able to immediately order the 2nd edition once it is released (especially considering shipping costs ).
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 04 April 2014, 03:53:20 PM
Possibly...once we work all the bugs out of the new ones and make sure they are balanced...we may make a partial weapons list available. Wouldn't want to ruin the surprise of all those new weapons!  ;)
Title: Re: Strange Aeons: Second Edition...
Post by: Theatralic on 04 April 2014, 03:56:05 PM
Appologies if this was allready answered, but will there be a PDF Version from the Get go?
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 04 April 2014, 04:08:05 PM
......Wouldn't want to ruin the surprise of all those new weapons!  ;)

Especially the Blancmange Gun!
 :D

Title: Re: Strange Aeons: Second Edition...
Post by: Alien Dave on 04 April 2014, 04:16:48 PM
Appologies if this was allready answered, but will there be a PDF Version from the Get go?
+1 for this idea!

DW
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 04 April 2014, 04:17:46 PM
Especially the Blancmange Gun!
 :D

Podgorny will be quaking in his kilt.  :o
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 04 April 2014, 04:32:59 PM
Appologies if this was allready answered, but will there be a PDF Version from the Get go?

Current plan is to release the PDF edition simultaneously.
Title: Re: Strange Aeons: Second Edition...
Post by: Cherno on 04 April 2014, 04:52:05 PM
Possibly...once we work all the bugs out of the new ones and make sure they are balanced...we may make a partial weapons list available. Wouldn't want to ruin the surprise of all those new weapons!  ;)

Flowery words aside, I can see how it can be problematic. On the other hand, I really think equipment cards (and other supplements) enhance the game tremendously, so maybe you will find a way for people who bought the 2nd edition to get any fan-made material that is based on the 2nd edition.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 04 April 2014, 05:12:12 PM
Hmm, I have an idea that may make a bit of advanced playtesting and player aid development possible during the period between the sales campaign and shipping.  Will do a bit of research on feasibility and float it to Mike next time I see him.
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 04 April 2014, 09:22:15 PM
Well, well...

I'm really looking forward to an enhanced and tidied up version of the main rules, that's for sure. Getting more options is just the cream  on the cake.  :)
Title: Re: Strange Aeons: Second Edition...
Post by: harleyface on 04 April 2014, 10:07:36 PM
Bundle deal
printed and pdf !!!!!!!!!!!
Title: Re: Strange Aeons: Second Edition...
Post by: Theatralic on 05 April 2014, 12:38:24 AM
Current plan is to release the PDF edition simultaneously.

Glad to hear that, thanks  :)
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 09 April 2014, 05:21:42 PM
Playtesting continues. Quite happy with the progress thus far. The game seems fresh to me, which is what I was shooting for after playing a few thousand games... ;D Lidless wins the cultist of the week award for getting the second edition rules compiled in such a frightening manner; the playtesting is a breeze with all those rules in one place! Also, thanks to James and Elton (and myself, of course!) for getting those new cultists painted up sharpish. The plan for world domination continues to advance to it's inevitable conclusion!

It is killing me not to post pictures of the new stuff or battle reports...things moving along as they are it shouldn't be so long though...
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 09 April 2014, 06:12:14 PM
Playtesting continues. Quite happy with the progress thus far. The game seems fresh to me, which is what I was shooting for after playing a few thousand games... ;D Lidless wins the cultist of the week award for getting the second edition rules compiled in such a frightening manner; the playtesting is a breeze with all those rules in one place! Also, thanks to James and Elton (and myself, of course!) for getting those new cultists painted up sharpish. The plan for world domination continues to advance to it's inevitable conclusion!

It is killing me not to post pictures of the new stuff or battle reports...things moving along as they are it shouldn't be so long though...

So, that explains where my Kulten Porn has gone to!  lol
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 15 April 2014, 07:34:28 PM
This is true. The cults take a break...for now...
Title: Re: Strange Aeons: Second Edition...
Post by: obsidian3d on 16 April 2014, 06:53:45 PM
It is killing me not to post pictures of the new stuff or battle reports...

Eep, I just posted a battle report...at least it was spoiler free.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 18 April 2014, 03:32:19 PM
Not a problem Sir. Today I'm working on Skills and Special Agents...the project continues to expand...
Title: Re: Strange Aeons: Second Edition...
Post by: superflytnt on 18 April 2014, 06:51:18 PM
I was recently doing a bit of research (I know next to nada about firearms) and realized how backwards we have the single and double barreled shotguns.  Double-barrel should be a break-action weapon that requires reloading when both barrels are fired, and I think the cost could be reduced to 1 point in that case.  Potentially very nasty in the hands of a model with Lightning Fast though.

E-mail me if you want information on weapons. When it comes to firearms, I know more than a small amount.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 20 April 2014, 02:38:45 PM
The cover is finished for the second edition rulebook. It looks wicked!  :-*
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 21 April 2014, 01:51:05 PM
The cover is finished for the second edition rulebook. It looks wicked!  :-*

Pics, or it didn't happen!!  >:D  lol
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 21 April 2014, 02:29:16 PM
It will be secret for a time...still, super-cool!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 23 April 2014, 02:45:44 PM
Re-tooling the Lurkers at present. Thought this was just going to be a few 'tweeks' to the rules...it has become bigger than that now. Since it is on my plate this week any Lurkers you hate? Love? Are too expensive? Crazy abilities? Thoughts are much appreciated.
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 23 April 2014, 02:53:24 PM
Seeing as you ask: I have always thought that the High Priest (not sure if that is the correct name, at work, no books....) and the Witch were a little too high for what they are.

Also the Construct, as a sensible player can avoid one quite easily....for a while, at least.

Title: Re: Strange Aeons: Second Edition...
Post by: Basement Dweller on 23 April 2014, 05:00:47 PM
Agree on the High Priest and Witch...I think balancing spell casters is a always a tricky one in games due to the varability in spells and combos...

The Construct too high?  That is a first I've heard on this...while I agree he can be avoided it seems people struggle with him even at 20...
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 23 April 2014, 06:32:35 PM
Keep in mind that these numbers are not 'final' and still require some playtesting at present.

The High Priest is still 12 pts but has seen a few improvements. Read Languages, Improved Command and a re-roll when rolling for spells before game to name a few.

The Witch has been reduced to 5 pts, gained a point of Con. (5 now...'cause 4 is just sooooo useless...) and the Familiars are now 1 pt each, also with a Con. improvement (now 4...) as well as a blanket 5+ Save against all attacks.

The Construct has had a few changes as well...more on these at a later date...

Many Lurkers have come down in points to make them more usable in game and many more have been completely re-worked...and more yet have been newly added for second edition. I think that quite a few first edition add-ons (from Shocking Tales 1-3) were costed slightly higher than they are actually worth, just to be on the safe side...now there will be no safe side.  >:D
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 23 April 2014, 06:57:38 PM
The Construct too high?  That is a first I've heard on this...while I agree he can be avoided it seems people struggle with him even at 20...

The point I am getting at is with a Construct in a list there is little room for anything else, so it is relatively easy to outmanouvere it and eventually take it out.

Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 23 April 2014, 07:22:56 PM
The Construct is a tricky one. For me the Constitution is very high which can lead to a 'no-win' situation for Threshold but with a Mad Scientist the potential is there to get two in a game...possibly more. The profile has been slightly modified to make him a bit weaker but he is still a wrecking machine! Anyone else have any thoughts on this guy?
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 23 April 2014, 08:02:24 PM
I would put the Serpent Man Demagogue in the same category... He could be a bit more threatening.
For the points he usually ends up operating alone, but with followers the combo seems underpowered so easy to pass up. 
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 23 April 2014, 08:49:51 PM
The High Priest and Demagogues are on a bit more of an even footing now.

High value Lurkers always present a bit of a challenge, as they really can't be used effectively (or at all, in some cases) against anything but a very experienced Threshold list.  Heck, I've only fought a monster worth over 20 points once, and I've been at this for six years.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 23 April 2014, 09:09:24 PM
The Serpentman Demagogue is now 10 pts, is a bit better in close combat, gets his additional spells cheaper than before and has a snazzy new ability which allows him to use Giant Snakes at 2 pts less than stated in their (newly added...) profile.

Also, I should add that the new promotion rules and post game stuff allow for some bigger points Threshold lists. You may yet see more of those 20 pt monsters you miss so much Lidless.  ;)
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 23 April 2014, 09:11:21 PM
You're assuming I can win enough games to get a promotion!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 23 April 2014, 09:13:37 PM
You and me both Brother! Not to jinx it but I am at two wins and three loses...very good for me personally.
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 23 April 2014, 09:16:03 PM
We make a point of running high value Threshold lists as early as possible, just to get at some of the more interesting, powerful and fun creatures that SA has to offer.

What good is a comprehensive monster manual, if you never get to play with the high-level stuff... I mean you feel like a kid with no money, staring at the window display of the best candy shop in the world. :-X




Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 23 April 2014, 09:18:38 PM
The Construct is a tricky one. For me the Constitution is very high which can lead to a 'no-win' situation for Threshold but with a Mad Scientist the potential is there to get two in a game...possibly more. The profile has been slightly modified to make him a bit weaker but he is still a wrecking machine! Anyone else have any thoughts on this guy?

This statement brings me nicely for discussion on the Zombies as well.

Individually, at three points each, I think they are pretty costly.
Given that they can be turned into a Construct makes them worth the cost, though, in my opinion.

Just for the angst-ridden look on the Threshold player's face as you roll for the effect of the Serum.....priceless!
 ;)

Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 23 April 2014, 09:23:24 PM
Zombies can be a bit underwhelming without serum, sooo slow...   :'(

But lots of spawn-points can over come the mobility issue, making them something to run away from. Used this way they are a good tool for channelling the movement of Threshold teams.
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 23 April 2014, 09:50:00 PM
Zombies can be a bit underwhelming without serum, sooo slow...   :'(

But lots of spawn-points can over come the mobility issue, making them something to run away from. Used this way they are a good tool for channelling the movement of Threshold teams.

Spawn points? I must be playing too little (in fact, I know I am). Is there rules for respawning zeds somewhere?
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 23 April 2014, 10:03:03 PM
At least one scenario allows for Zombies to 'spawn' from graves, at least until Threshold agents purify them..
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 23 April 2014, 11:02:38 PM
Spawn points? I must be playing too little (in fact, I know I am). Is there rules for respawning zeds somewhere?

I used the 'spawning' rules in my 'Green and Unpleasant Land' Black Dossier, and they are very characterful that way, a proper horde feeling.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 24 April 2014, 12:37:47 AM
All this talk of Zombies gives me an idea for a new Plot Point...
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 24 April 2014, 12:48:01 AM
We make a point of running high value Threshold lists as early as possible, just to get at some of the more interesting, powerful and fun creatures that SA has to offer.

Missed this comment earlier...


As a group we played SA in a slightly different manner, with myself acting almost as a GM and almost always playing the Lurkers (the other players took time out from playing the 'Good Guys' to have a go at Lurking occasionally).

At the beginning the players went for high value lists but were frightened off by some of the tougher Lurkers and tried to keep their totals much lower towards the end of the campaign to try and keep the tough stuff away....

Funny that.
 :D

Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 24 April 2014, 02:07:48 AM
All this talk of Zombies gives me an idea for a new Plot Point...
Jolly good! The stars align slowly, but Cthulhu is patient...

At the beginning the players went for high value lists but were frightened off by some of the tougher Lurkers and tried to keep their totals much lower towards the end of the campaign to try and keep the tough stuff away....
Oh, I get that, completely. High point cost Threshold lists aren't long for this world!  lol
But we are lucky to have the gaming time allowed us, and dammit, we are going to play with all the toys.

Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 24 April 2014, 03:56:08 AM
All the Undead are getting a re-working but will remain fairly expensive. As far as new Plot Points go...

Gates Of Hell
All Undead are -1 pts when purchased, provided the Lurker list contains only Undead models.

...Added last night...
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 24 April 2014, 08:14:03 AM
I used the 'spawning' rules in my 'Green and Unpleasant Land' Black Dossier, and they are very characterful that way, a proper horde feeling.


Ah, I haven't read that through - my Treshold team is not sufficiently experienced for Black Dossiers  lol
Title: Re: Strange Aeons: Second Edition...
Post by: Basement Dweller on 24 April 2014, 09:32:08 PM
I'm excited for a Zombie/undead horsde.  I share the view that they are a good price at 3 with the mad scientist, but a little lack luster when used with anyone else.

Excited for gates of hell...I can use all my poor threshold agents that have been hacked up and covered in red paint!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 01 May 2014, 04:01:21 PM
I think I have a good fix for the Zombies now...will need to playtest it a bit before I let you all in on the (hopefully...) brilliant ideas.
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 02 May 2014, 01:16:25 AM
i love the gates of hell idea
Title: Re: Strange Aeons: Second Edition...
Post by: Kamandi on 02 May 2014, 03:02:12 AM
Indeed. Everyone likes the idea of a Hell Gate. But if you put one in you find they lower property values and cause trouble with the neighbours.
Title: Re: Strange Aeons: Second Edition...
Post by: Col. Aubrey Bagshot on 02 May 2014, 10:17:23 AM
Not if they are in SW3...

Title: Re: Strange Aeons: Second Edition...
Post by: obsidian3d on 05 May 2014, 05:09:13 PM
Urgh...ambush models how I hate thee!
Title: Re: Strange Aeons: Second Edition...
Post by: Basement Dweller on 07 May 2014, 06:01:49 PM
Urgh...ambush models how I hate thee!

Is the hatred from it being spammed?  The skill in general?  Do others feel this way?

I feel it is a top tier skill for sure just not sure if it is better than the other top tiered upgrades (CON, DEX, heroic, improved command, LT).  I just wonder if people feel it is too good?

The main counters that I see are numbers (rush him!  He can't get us all!), big bad guys (shoot me!  I can take it!), or long range weapons (bolt action rifle and/or .30 Cal).

Title: Re: Strange Aeons: Second Edition...
Post by: styx on 07 May 2014, 06:19:05 PM
Uncle Mike, do you have a month in mind yet? I would like to save my hobby funds up around that time....
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 07 May 2014, 06:45:10 PM
A few months away yet...nothing is written in stone atm...
Title: Re: Strange Aeons: Second Edition...
Post by: obsidian3d on 12 May 2014, 06:34:37 PM
Is the hatred from it being spammed?  The skill in general?  Do others feel this way?

In early games, on a Threshold character, combined with a dex increase it's really hard for lowly cultists/lurkers to deal with. Even with good numbers against a model with that combo it's tough. I'm still trying to figure out a way around it as he's basically a sniper who gets to shoot on my turn. That shot will likely kill his target, which will thus cause checks on the surrounding lurkers...who will often fail.

That said though, I've made mistakes both games playing against such a model, so I don't feel it's unbeatable...I just need to revise my strategy to take it down, or maybe get an advantageous scenario to work in my favour.
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 12 May 2014, 08:06:10 PM
In early games, on a Threshold character, combined with a dex increase it's really hard for lowly cultists/lurkers to deal with. Even with good numbers against a model with that combo it's tough. I'm still trying to figure out a way around it as he's basically a sniper who gets to shoot on my turn. That shot will likely kill his target, which will thus cause checks on the surrounding lurkers...who will often fail.

That said though, I've made mistakes both games playing against such a model, so I don't feel it's unbeatable...I just need to revise my strategy to take it down, or maybe get an advantageous scenario to work in my favour.

So, in other words, don't throw a brick and hope it works!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 13 May 2014, 11:02:59 PM
Just printed the second version of the 'Alpha' rules. Quite happy with the changes to the ruleset...now, more playtesting!
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 14 May 2014, 09:36:20 PM
do you think it would be a good idea for me to wait for the second edition rules...... i live in germany so shipping is effing expensive.....and i dont want to buy the first edition just to have it arrive when the second edition come out....that is if i buy it at the beginning of next month :D

oooor i just buy the first edition as a pdf and then when the second edition is finished i buy that second one
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 15 May 2014, 05:09:40 AM
A difficult choice...but yours alone to make. Kinda depends how patient you are...second edition is still a way away...
Title: Re: Strange Aeons: Second Edition...
Post by: Elk101 on 15 May 2014, 07:24:43 AM
do you think it would be a good idea for me to wait for the second edition rules...... i live in germany so shipping is effing expensive.....and i dont want to buy the first edition just to have it arrive when the second edition come out....that is if i buy it at the beginning of next month :D

oooor i just buy the first edition as a pdf and then when the second edition is finished i buy that second one

What about just buying the PDF rules for now then upgrading to hard copy with 2nd ed? That's what I was thinking of doing.
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 15 May 2014, 05:23:31 PM
You want to play some games, not wait to play some games.  8)

Get yerself the .pdf and have some (excellent) fun. Second edition will be worth the wait, but that's no reason to deprive yourself of the fun and excitement that first edition dishes up.
Title: Re: Strange Aeons: Second Edition...
Post by: harleyface on 15 May 2014, 11:02:35 PM
Battlefield.de
its in stock and i think buying there is a good idea so theres hope second ed will also be supported in germany
win win situation ;)
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 16 May 2014, 08:20:02 AM
even better !!!

3 people contacted me about the book
so as it seems i have a version now

as soon as it arrives you can  look forward to some postings about how my first games went :)

thanks a lot guys !!
THIS IS A GREAT COMMUNITY !!!!!
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 04 June 2014, 07:19:58 PM
I've just posted this news on the SA website, so I'll repeat it here as well: we're targeting Q4 of this year for a 2nd Edition Kickstarter campaign, which will feature the updated/expanded rulebook, along with new models and accessories.  Shipping should follow the campaign by about 4-6 months.

In the meantime, the PDF edition of the 1st Edition rules has been reduced to $20, and the PDF bundle to $60.  The price for printed books is unchanged, as we're just about out of both the core rules and Shocking Tales #3.
Title: Re: Strange Aeons: Second Edition...
Post by: Elk101 on 04 June 2014, 07:52:41 PM
A Q4 kickstarter eh? Might be handy for helping with Christmas ideas! (for me that is).
Title: Re: Strange Aeons: Second Edition...
Post by: harleyface on 07 June 2014, 12:07:45 AM
Hello
One important thing about kickstarter
try to make it EU friendly.
A lot of my friends dont back kickstarters anymore because of high postage and custom fees
Often higher then the pleagde.
If its a success and i think it will be and there are a lot even unplanned extras, tell people from beginnig there could be delays.
Personaly i would state a later date than explayning delays (yes i backed robotech.....)
Greetings from germany
florian
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 07 June 2014, 11:08:24 AM
Hello
One important thing about kickstarter
try to make it EU friendly.
A lot of my friends dont back kickstarters anymore because of high postage and custom fees
Often higher then the pleagde.
If its a success and i think it will be and there are a lot even unplanned extras, tell people from beginnig there could be delays.
Personaly i would state a later date than explayning delays (yes i backed robotech.....)
Greetings from germany
florian

THAT !!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 07 June 2014, 03:55:56 PM
Thanks guys. We are currently looking into EU fulfillment...more news as it develops...and speaking of unplanned extras, what kinds of models are you guys expecting? We have been hard at work getting new cultists and Threshold Agents sculpted...possibly a few new Lurkers as well... ;) But in specific? Any Lurkers that you cannot live without?
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 07 June 2014, 05:57:03 PM
Hmmmmmmm a mad scientist with a syringe would rock !
also Zombie animals would be a nice idea :D
Title: Re: Strange Aeons: Second Edition...
Post by: harleyface on 07 June 2014, 07:05:27 PM
Personaly i would love to see more agents.
especially special branches like
arctic expedition
normal live caracters like in arkham horror boardgame
dancer banker reporter kid runnaway homeless ........
rogue agents
injured/obsessed agents...

lurkers
maybe obsessed people
tentakles.....

somany ideas sohard to express in english  :`
Title: Re: Strange Aeons: Second Edition...
Post by: Dolmot on 07 June 2014, 07:24:48 PM
May I still provide rules suggestions?
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 07 June 2014, 07:45:11 PM
May I still provide rules suggestions?

Absolutely.  While we're actively playtesting 2nd Edition now, we don't expect to have the final version locked down until early next year.  Still plenty of opportunity for additions/revisions/adjustments/deletions.
Title: Re: Strange Aeons: Second Edition...
Post by: diehard on 08 June 2014, 04:37:08 PM
Considering the delays on the multitude of miniature and game related Kickstarters I've pledged to and the disappointment with the majority of the few I have received (for one reason or another, be it quality to customer service) I've decided to pretty much pass on any new campaigns unless it's something I'm deeply interested in, so needless to say I'll back the SA campaign the moment it goes live.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 09 June 2014, 02:35:22 PM
Thanks for the support! Still much stuff to be gone through but we hope to please.
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 10 June 2014, 12:36:50 PM
i know we already have rules for the formless things but i would love rules on a bigger version or well .....a shoggoth
also a shoggoth model would be nice !!
something big... godling scale but not a godling
also elder things and most of the other classic lovecraftian monsters would be a nice addition as people love them
Title: Re: Strange Aeons: Second Edition...
Post by: gary42 on 10 June 2014, 02:29:57 PM
And for the love of all that's... Holy?... I'm only going to say it once... MIGO.

That is all... Thank you and goodnight.

:)
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 10 June 2014, 09:56:10 PM
Conveniently for us, many recent suggestions have already been incorporated  :D

So remember the other day when I said we weren't reducing the prices of any of our printed books?  Seems I lied.  Morbid Adventures has been slashed to $16 (same price for printed or PDF now), and the Bundle of the Beast (contains SA, ST#3, MA) is down to $60 such that it still actually remains a deal.  Prices will remain in effect as long as we still have books to sell.

Also, in the spirit of crowdsourcing: what sort of game effects do you find yourself needing to track frequently?  Say, things that might be made easier with some sort of handy token...
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 10 June 2014, 11:44:07 PM
i would love to have a scenario where cultists sacrifice human hostages
and the investigators have to stip them
Title: Re: Strange Aeons: Second Edition...
Post by: CptJake on 16 June 2014, 12:21:48 PM
i would love to have a scenario where cultists sacrifice human hostages
and the investigators have to stip them

Strip them?

The cultists or the hostages?

 :P
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 16 June 2014, 02:16:13 PM
honestly i dont have any idea why SACRIFICE was changed to stip  lol
Title: Re: Strange Aeons: Second Edition...
Post by: Dr Mathias on 16 June 2014, 03:05:15 PM
Stip = stop

 lol
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 16 June 2014, 07:13:02 PM
Stip = stop

 lol

i guess :D  :D
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 17 June 2014, 01:18:27 PM
i just realized that we have no rules for skeletons.....
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 17 June 2014, 02:22:49 PM
Ancient Warrior should fit that bill nicely.  :)
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 17 June 2014, 09:16:46 PM
Just received some more new figures for second edition in the post today. At the risk of sounding 'Spud Tate' I will say they are de-lici-ous.  :P
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 18 June 2014, 11:34:08 PM
Mike, stop eating the greens or we'll never get anywhere!  ;)

So, in the now ongoing tradition of correcting/updating my recent statements, thanks to a distribution order we're now officially sold out of the Core Rulebook.  It'll remain available in PDF, but with Second Edition well underway, it's really not viable for us to do another print run.

We'll actually have some things in hand for you to preview soon, and pretty pictures of shiny new things always beat the heck out of just reading us blathering on about them.  I'm going to be starting in on the new page layout shortly, and will share some concepts as I'm able to.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 23 June 2014, 04:54:31 AM
More figures from a new sculptor we have just started working with. Wonderful...making molds this evening. I want to get them painted up as soon as possible!!! Again, sorry for being so cloak-and-dagger about it all. Everything will be revealed in time...
Title: Re: Strange Aeons: Second Edition...
Post by: obsidian3d on 27 June 2014, 05:28:51 PM
Jeez I really better get my new cultists painted!
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 27 June 2014, 06:14:10 PM
Yeah, I just finished mine this week.  Then two things happened:

1) Mike showed up with another Cultist sculpt (among other things!)
2) My new can of matte spray spewed little white flecks all over the models...   >:(

The lesson here may be don't try to finish your cultists.  It may also simply be that I had a bad hobby week.
Title: Re: Strange Aeons: Second Edition...
Post by: Varangian on 28 June 2014, 01:43:17 AM
Yeah, I just finished mine this week.  Then two things happened:

1) Mike showed up with another Cultist sculpt (among other things!)
2) My new can of matte spray spewed little white flecks all over the models...   >:(

The lesson here may be don't try to finish your cultists.  It may also simply be that I had a bad hobby week.

You may be able to rescue them. If you clear the nozzle, respraying and popping them into the refrigerator until they're dry might do it.  I've also heard of people using heat, but that's all been third party talk.

Regardless, respraying them and letting them cure again usually works well.
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 28 June 2014, 02:15:17 AM
Damn, that's gotta smart...  >:(

Hope they come clear again!
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 28 June 2014, 02:38:09 AM
Thankfully I noticed what was happening before it got out of hand, so I ended up just painting over the flecks.  Tedious task, but it seems to have worked for the most part - darned stuff seems to be somewhat paint-repellent.  The offending can of spray has met with the trash bin - apparently this is a common problem with Army Painter varnish, and I wish I'd read reviews before I went and bought a can.  Back to trusty old hand-applied Vallejo Matte I go!

Top Secret preview coming very soon....
Title: Re: Strange Aeons: Second Edition...
Post by: forcedperfect on 28 June 2014, 06:26:10 AM
lidless-

for what it's worth, i've had good luck with cheap art store polycrylic gloss for a good bomb-proof varnish, then a quick spray with trusty testor's dullcote to kill the shine.  i've had the dreaded flecking problem with most brands of "made for models" varnishes, but never with the one-two punch i mentioned earlier.

better luck, and i'm excited to see the new sculpts and everything else!  at this rate, i'll finish my current black dossier plans just in time for them to need complete rule re-writing.  :)
Title: Re: Strange Aeons: Second Edition...
Post by: gary42 on 28 June 2014, 02:18:58 PM
I just use matte enamel spray bomb.  Seems to work great. Cheap too!
Title: Re: Strange Aeons: Second Edition...
Post by: ShortscaleDave on 01 July 2014, 12:13:16 PM
Ready with cash for when this edition comes out!  Sorry if I've missed the info already but is there an approximate timeframe?  not rushing anyone, just interested so i can save my pennies :)
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 01 July 2014, 01:04:18 PM
I just need some advance notice to Ebay some stuff and save up cash!

As for the flecking, I hear olive oil helps, rub it on and wipe it off. Let it dry overnight, then clean the model.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 02 July 2014, 05:07:35 PM
Hey ShortscaleDave,

We haven't 'officially' said yet...sometime around October would be my informed guess...but I dare not say more...
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 02 July 2014, 06:06:03 PM
Hmmm... October 2015 you say?

Whatever happens in October, I wonder...  :D
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 02 July 2014, 06:12:35 PM
We're honestly not trying to drive you guys mad - well, apart from that healthy, wholesome brand of madness that comes from tentacles lurking in the dark, non-euclidian corners of the room, of course.  It just so happens that Mike and I are both very cautious individuals, and aren't the sort to hit the big green 'GO' button until we have all our pieces in place.

Also, judging by this image retrieved from the camera of a lost Threshold field team, nefarious forces may be mobilizing against us......

(http://www.strange-aeons.ca/img/other/cult_t01.jpg)
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 02 July 2014, 06:36:29 PM
Redeploy!!!
Circle Wagons!!
Revise the revision!

Seriously though, the first edition is a well written set of rules and a good looking publication. It may have had some confusion with terms and could have used some more examples, but the amount of blood, sweat and rattling-dice that went into it showed.

Glad that round #2 is getting the same amount of love. 8) It will be worth the wait.
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 03 July 2014, 12:54:30 AM
Redeploy!!!
Circle Wagons!!
Revise the revision!

Seriously though, the first edition is a well written set of rules and a good looking publication. It may have had some confusion with terms and could have used some more examples, but the amount of blood, sweat and rattling-dice that went into it showed.

Glad that round #2 is getting the same amount of love. 8) It will be worth the wait.

i can only second that
Plus...... its been nice to see that the authors of the rules actually care and listen to player suggestions

Oh and IF you add yithians.....give them the option to have that Yithian lightning shooting box thingy....
maybe with a roll that it can overcharge and explode or something like this :D
Title: Re: Strange Aeons: Second Edition...
Post by: fairoaks024 on 03 July 2014, 12:57:50 AM
Ooooh! Nice, even blurry it looks cool

Regards

Jim
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 03 July 2014, 12:58:58 AM
Oh and IF you add yithians.....give them the option to have that Yithian lightning shooting box thingy....
maybe with a roll that it can overcharge and explode or something like this :D

Way ahead of you sir  ;)
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 03 July 2014, 03:41:25 AM
Way ahead of you sir  ;)

now that is something i really love to hear
Title: Re: Strange Aeons: Second Edition...
Post by: Legionnaire Bert on 07 July 2014, 01:49:07 PM
I think the most important thing for 2nd should be getting the solo rules sorted, as that way we can ALL play SA any time we want.
 ;)



You spend quite enough time playing with yourself as it is, Mason...

 :D
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 17 July 2014, 09:31:22 PM
An update for you all!  Everything is still ticking away on schedule for a Fall launch.  We've got the plan for our Kickstarter campaign just about locked down, and are trying our damnedest to not keep making adjustments to it.  What we want to offer is finalized - we just keep rejigging the order things will turn up in.  Also starting in on the look and feel of the campaign page.  Currently we're planning to launch into previews one month prior to the actual Kickstarter, so expect a major website rehaul and an actual social media presence (quite possibly the most daunting aspect of this endeavour for us!)

I'm currently driving myself mad learning the ins-and-outs of multi-country shipping fulfillment.  Still a lot to pin down, but we've identified what looks like a good provider and are going to do our best to keep shipments domestic (ie. no import taxes/fees/VAT) for everyone in Canada, the US and EU, but still have reasonable costs.  It's a tricky puzzle, particularly for a campaign that has a lot of product options, but one I'm confident we can sort out.

Also worth asking: are there any serious pet peeves any of you have around Kickstarter?  I know some people hate early-bird pledge levels, others get irked by having to add their own shipping amount, and so forth.  Just want to avoid anything that will make the experience an unpleasant one for backers.  Oh, and if your issue is that they don't accept PayPal, don't fret: we're planning to accept PayPal pledges directly during the course of the campaign.
Title: Re: Strange Aeons: Second Edition...
Post by: Cherno on 17 July 2014, 09:36:02 PM
The PayPal thing would be the only thing that would prevent me from backing any KS, but if you got that covered, great news!
Title: Re: Strange Aeons: Second Edition...
Post by: Dolmot on 17 July 2014, 10:15:10 PM
I know some people hate early-bird pledge levels

I hate:


But the truth is that without some early bird offers it's more difficult to achieve the initial momentum. There have been cases where everyone just waited for the offer to improve, which never happened.

Quote
having to add their own shipping amount

I think it mostly makes the organiser's life difficult when there are 500 pledges and 400 of them require adjustment. Even worse in Indiegogo which immediately takes your money so multiple back-and-forth transfers may be needed due to mass confusion.

Beyond that, I just wish the actual product and point is made 100% obvious before a multi-page wall of text with a million options, levels and twists. If I have to scroll past 20 huge images to learn the very basics, something is wrong. The basic product should be option #1 (or maybe #2 if you insist on that $1 dummy level).

I still haven't found time to submit my feedback. :'( Let me know if you want proofreading for logic, balance, the correct spelling of "its", or other factors.
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 17 July 2014, 11:12:48 PM
What I would like to see is a preview of the pledge levels! I want to make sure I have the right cash saved up and not caught short!
Title: Re: Strange Aeons: Second Edition...
Post by: Bergh on 20 July 2014, 02:17:22 AM
Uncle Mike, Please show me something about the 2nd edition!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 20 July 2014, 05:02:24 AM
Been a bit busy working on the video and assorted things...Cult of The Black Goat members can look forward to an exclusive sneak peek before the campaign begins...and I'm sure more information will surface in the coming days...
Title: Re: Strange Aeons: Second Edition...
Post by: fairoaks024 on 20 July 2014, 12:51:22 PM
Looking forward to this, best of luck mike

I'll be diving straight in once it's live

Regards

Jim
Title: Re: Strange Aeons: Second Edition...
Post by: Bergh on 20 July 2014, 03:09:45 PM
Uncle Mike, would it not be a good idea to have membership of the "Cult of the black goat" as an add-on option in the Kickstarter or as some ultimate stretch goal/level?
When you are shipping my a book, why not also a t-shirt and miniatures as well?

And please, if you are running "Early-bird" stuff, please make it to large that all regular fans of SA have a chance.
Title: Re: Strange Aeons: Second Edition...
Post by: Keeper Nilbog on 20 July 2014, 03:29:08 PM
I've sworn off KS (it's costing too much), but am in as soon as this one floats - what's not too like.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 20 July 2014, 04:24:00 PM
Black Goat memberships will be available as an add-on right from the outset, and will include a very spiffy new bonus - also provided to existing members, of course!

Our pledge structure as it stands is pretty straightforward: either just a book ($50, $25 PDF), or book + $X of add-ons with an increasing discount level ($125 - $250 for a nice selection of goodies, potentially $500+ if you've just gotta have everything).  We'll also have some limited super cool items for those feeling especially generous.  Note that this is in Canadian funds, and import-fee free shipping will be included for the vast majority of you at all pledge levels.  The same pledge levels will be available to everyone worldwide - no regional restrictions.

Based on feedback here and from other campaigns I've followed, it sounds like limited-position deep-discount Early Birds are something that tends to generate animosity.  With that in mind, I'll likely make our Early Bird option only a modest discount and either time-limited to the first 24 or 48 hours of the campaign, or available until we hit our base funding amount; provided I can get those options approved by Kickstarter (I understand they can be sticky about such approaches).

And that's about all I can tell you at the moment.  Our pre-Kickstarter previews should start in September, and will showcase some of the new models, profile our team of artists and sculptors and talk a bit about the 2nd Edition development process and what's changed in the game.  And as Mike indicated, the next Black Goat newsletter will have a more detailed sneak-peek, where we'll show you some more goodies and let you in on the first set of stretch goals.  In the meantime, we can answer some questions and take suggestions, but may be a bit on the quiet side as we buckle down and get everything prepared.
Title: Re: Strange Aeons: Second Edition...
Post by: Bergh on 20 July 2014, 04:30:41 PM
Thanks for the post LidLessEye, nice with some information.
Im surely going to get atleast the book and a membership of the Black Goat, lets see what else you can get me to buy :-).

Only think worrying me is the custom/import issue. I would very much have the explained.

Im living in Denmark/European Union (EU), and as long as my things are shipped from WITHIN the EU there are no problems, but anything from outside the EU, will get me to pay +25% VAT + CAD$30 handling fee.

How is this going to work?
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 20 July 2014, 04:42:41 PM
We're planning to use a fulfillment service that ships from regional warehouses.  We send your orders in bulk as a freight shipment (paying the import duties up front), and they are then packed and shipped to you via local postal carriers.  Depending on what provider we choose, this means that all EU customers will have their orders shipped from either the UK or Germany.  Similarly, US orders will ship from inside the US, and Canadian orders from Canada.  Distribution points in China and Australia may also be options, but only if we have enough customers in those regions to make it worthwhile.
Title: Re: Strange Aeons: Second Edition...
Post by: Bergh on 20 July 2014, 05:09:50 PM
Sound really nice LidLessEye!

I do not really need many new miniatures, but i'm thinking on going for anything else the Kickstarter have to offer.
Title: Re: Strange Aeons: Second Edition...
Post by: fairoaks024 on 20 July 2014, 10:54:49 PM

I do not really need many new miniatures

I hear the words, but they make no sense!  ;)

Regards

Jim
Title: Re: Strange Aeons: Second Edition...
Post by: Bergh on 21 July 2014, 01:47:38 AM
Sorry!  ;D been trying to convince myself for years, that I do not need more miniatures, but they seem to arrive at my home in a steady stream of lead!

I hear the words, but they make no sense!  ;)

Regards

Jim
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 21 July 2014, 09:08:38 AM
We're planning to use a fulfillment service that ships from regional warehouses.  We send your orders in bulk as a freight shipment (paying the import duties up front), and they are then packed and shipped to you via local postal carriers.  Depending on what provider we choose, this means that all EU customers will have their orders shipped from either the UK or Germany.  Similarly, US orders will ship from inside the US, and Canadian orders from Canada.  Distribution points in China and Australia may also be options, but only if we have enough customers in those regions to make it worthwhile.

this sounds great
Title: Re: Strange Aeons: Second Edition...
Post by: harleyface on 24 July 2014, 11:59:19 PM
Everybody loves limited stuff.
but personally i hope its possyble to buy multiple kickstarter exclusives.
In my case its because of stupid collectors reasons :D
Some people use more accounts but thats no real solution.
If there are exlusives i would hope its possible to ad it 2 or 3 times per backer.
And never close a pleadge manager in the middle of a month.
Most people add more stuff in the beginning of a month  ;)
And great news about local shipping!!
Greetings from Germany
Florian
Title: Re: Strange Aeons: Second Edition...
Post by: obsidian3d on 25 July 2014, 04:57:10 PM
We played another quick game yesterday. James used some of his Threshold's map pieces to choose a variant of "Fight." My lurkers had to interrogate a civilian (i.e.: a sweet old lady) for secret information. The Threshold had to stop me.

Two of my three cultists were eliminated early, forcing my leader to sneak up on one of the agents and stab him in the back, to death. While that was happening the other two agents were closing in on my remaining cultist, who was smashing granny with his shotgun. She finally gave up the information, but before the cultist could dash off with it he was gunned down.

Deeply angered by his minions utter uselessness, my cult leader stalked out of the shadows and shot granny in the face. The agent next to her gained a black mark and my cult leader died with a smile on his face.
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 25 July 2014, 05:02:37 PM
Sounds like some good gaming right there...  :o

Do I detect allusions to interesting enhancements to game-play?
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 26 July 2014, 02:54:04 AM
You will still recognize all the stuff that you know and love. Although be ready for more Lurkers, special gear, scenarios and a few changes to the promotion system...and more than a few nasty surprises!
Title: Re: Strange Aeons: Second Edition...
Post by: Pseudopod on 04 August 2014, 11:04:26 PM
Really looking forward to this.  :-*

You can count on my support.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 08 August 2014, 04:04:02 PM
With a name like Pseudopod I would hope so!  ;)

Thanks.
Title: Re: Strange Aeons: Second Edition...
Post by: FatBuddha on 21 August 2014, 07:38:51 PM
Can't wait to see this project launch.  I've only recently stumbled upon Strange Aeons and have little experience with miniatures (especially the painting and building), so a Kickstarter with a bunch of minis to get me started seems like a perfect way to start.
Title: Re: Strange Aeons: Second Edition...
Post by: ShortscaleDave on 21 August 2014, 11:14:42 PM
I'm fully in on a kickstarter deal for sure!  Good times :)
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 21 August 2014, 11:51:46 PM
Sorry to be so quiet (How typically Canadian... :?) we have all been hard at work getting everything ready. Just seen the final video and it looks great...but you will all just have to take my word for that for now. Thanks to Mr. Ferns for a job well done. Ia! Ia!

Now, I'm off to paint some new figures... :-X
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 22 August 2014, 03:06:24 AM
Any ETA on the launch date? Need to start pimping some more stuff on Ebay!
Title: Re: Strange Aeons: Second Edition...
Post by: obsidian3d on 22 August 2014, 04:10:13 PM
*wonders if he's allowed to say anything, assumes not*

So anyway, we played another 2nd ed game last week. The Lurker list I used had two wolf-men on it, and I also gained a plot point to use. I chose Drug Crazed, which made my human lurkers immune to psychology. It came in really handy.

I was also very happy that my game plan worked out almost perfectly. I didn't do as much damage to the Threshold list as I'd hoped (James rolled very well on the injury table), but "I love it when a plan comes together." :D
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 23 August 2014, 05:32:31 AM
The date is a closely guarded secret...but sometime in October would be reasonable to assume. More news and sneak peeks for all Cult Of The Black Goat members in the next issue of Fhtagn!

Also, I will be starting a Second Edition playtest thread in the coming days. Detailing the struggle of my beleaguered Threshold team. So, watch for that!

obsidian3d, it always feels good to beat James. A feeling I relish as it comes along so infrequently.  :P
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 23 August 2014, 08:31:34 AM
Also, I will be starting a Second Edition playtest thread in the coming days. Detailing the struggle of my beleaguered Threshold team. So, watch for that!

Looking forward to this.

And Second Edition, of course.
 :D

Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 06 September 2014, 02:03:18 PM
Despite our technophobic leanings, Uncle Mike's Worldwide has a presence on both Facebook (https://www.facebook.com/StrangeAeonsGame) and Twitter (https://twitter.com/UMWGames).  We haven't been using either very heavily up to this point, but it might behoove you to follow/like us if you haven't done so already, just in course any sort of preview campaign might be getting underway in a week or so...  8)

(http://www.strange-aeons.ca/img/other/SA2_Promo_Blood.jpg)

P.S. Don't worry, there'll be plenty of info posted here and on the SA Website too.  No requirement to leap on the social media bandwagon if you don't want to.
Title: Re: Strange Aeons: Second Edition...
Post by: Meizter on 06 September 2014, 05:45:48 PM
Oh far away October... The suspense will be killing me :)
Title: Re: Strange Aeons: Second Edition...
Post by: hjorhrafn on 06 September 2014, 06:05:46 PM
Next week will see me moving into an apartment that is over twice as large as the one the wife and I are in now.  That means for the first time in six years I will have room to host for my gaming group.  Our group tends to fall along the "We'll show up with snacks and play whatever." lines, so I think it is about time to get a couple of lists painted and some terrain built.  Between SA and Epic Heroes, I think there is going to be a lot of skirmish gaming in my future. 
Title: Re: Strange Aeons: Second Edition...
Post by: Bergh on 06 September 2014, 07:20:45 PM
Board size in Second Edition is the same as in first edition?
ie. 2x3 feet?

Going to make a new table, and just want to know, so Its not waste of work and money.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 06 September 2014, 08:28:37 PM
There's no change to the recommended board size.  Games may get a little bit larger points-wise than they did in the past thanks to the new advancement and promotion rules, but everything still plays on a 2x3.

Just so you guys don't feel like I'm baiting you with these attractive but not-especially-informative images: you'll see a few more teasers over the next week, culminating in a new website launch with lots more details about 2nd Edition.
Title: Re: Strange Aeons: Second Edition...
Post by: diehard on 07 September 2014, 03:00:30 AM
I see lurking in the background of the KS promo the SA smoking gun logo, please tell me that is not changing as I love that design (and was actually wearing that shirt yesterday!)
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 07 September 2014, 03:07:50 AM
Have no fear - there shall be no change to the logo!
Title: Re: Strange Aeons: Second Edition...
Post by: CptJake on 07 September 2014, 03:15:21 AM
Have no fear - there shall be no change to the logo!

(http://img.pandawhale.com/53867-Walter-white-breaking-bad-your-gBJQ.gif)
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 08 September 2014, 05:19:46 PM
(http://www.strange-aeons.ca/img/other/SA2_Promo_Terror.jpg)
Title: Re: Strange Aeons: Second Edition...
Post by: obsidian3d on 08 September 2014, 05:36:56 PM
Well I seem to be having decent luck with my Lurkers, but my Threshold list has had their asses handed to them twice, out of two games. My most recent outing lasted about three rounds. I lost an agent (one of my two starting figures from way back), and another gained an arm wound. They might not be long for this world...

Tactical note: Zombie dogs are squishy, but much faster than you'd expect.
Title: Re: Strange Aeons: Second Edition...
Post by: superflytnt on 08 September 2014, 05:47:40 PM
Also worth asking: are there any serious pet peeves any of you have around Kickstarter?  I know some people hate early-bird pledge levels, others get irked by having to add their own shipping amount, and so forth.  Just want to avoid anything that will make the experience an unpleasant one for backers.  Oh, and if your issue is that they don't accept PayPal, don't fret: we're planning to accept PayPal pledges directly during the course of the campaign.

FYI: There's a GREAT forum for Kickstarter advice on Facebook:
https://www.facebook.com/groups/KickstarterBestPractices/

You can have people review your "draft" Kickstarter campaign and help you with editing, clarity, etc. A lot of guys there are board and miniature game developers who have a lot of experience. It's a great group.

Good luck, and I desperately want to see it!
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 10 September 2014, 07:06:03 PM
Final teaser...  Tune in Friday for a website update and preview of the new edition.

(http://strange-aeons.ca/img/other/SA2_Promo_Madness.jpg)
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 10 September 2014, 07:17:10 PM
Right on time.  ;D
Title: Re: Strange Aeons: Second Edition...
Post by: Dolmot on 10 September 2014, 07:28:28 PM
More...cowbell?
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 11 September 2014, 03:29:20 AM
 ;)
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 12 September 2014, 05:10:54 AM
Will the rule book be like the old one with the spiral bound pages and nice paper quality? I have to admit out of any game I have ever purchased this has been the binding and quality of a book that has never been beaten.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 12 September 2014, 05:19:11 AM
We do plan on sticking to the coil binding, which has become something of a signature for us.  We'll aim for the best paper quality we can, but it likely won't be quite a heavy as the 1st Edition.  The book is going to be substantially thicker, and the weight would become prohibitive for shipping.
Title: Re: Strange Aeons: Second Edition...
Post by: jnr on 12 September 2014, 01:13:31 PM
If it's the weight would become prohibitive for shipping. Does that mean we here in Europe will not be able to purchase it.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 12 September 2014, 03:15:23 PM
Absolutely not! You guys are a big part of our customer base and we have been working hard to ensure that the book and models get to you with as little additional cost as possible. Ia!
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 12 September 2014, 04:29:40 PM
Yup, should clarify my point: one of the reasons we're going to opt for thinner pages is to get the weight of the book down such that it isn't completely prohibitive to get it overseas.  Also note that shipping to Canada, US and EU addresses will be included in the Kickstarter pledges - bulk shipping hath it's privileges.

It'll still be sturdy paper though - just not that bulletproof stuff we used for 1st Edition.

Website update incoming shortly...
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 12 September 2014, 06:54:34 PM
The new site and 2nd Edition preview (of the rulebook - miniature previews start next Friday) are up at www.strange-aeons.ca.  Much of the information has already been released piecemeal here over the past few months, but I'll recap and add some new tidbits.

KICKSTARTER

2ND EDITION - CONTENTS

2ND EDITION - RULEBOOK

Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 12 September 2014, 07:05:13 PM
(http://i.imgur.com/O7KTE8N.png)
Title: Re: Strange Aeons: Second Edition...
Post by: Elk101 on 12 September 2014, 07:25:13 PM
Any solo play content?  (this sounds sooooo ungrateful!)
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 12 September 2014, 08:21:36 PM
Solo rules are written...just need more playtesting. These will not appear in the book. Most likely they will be an add on at some point, requiring a card deck...
Title: Re: Strange Aeons: Second Edition...
Post by: Elk101 on 12 September 2014, 08:36:18 PM
Solo rules are written...just need more playtesting. These will not appear in the book. Most likely they will be an add on at some point, requiring a card deck...

That sound fair enough and like a bit of thought is going into it.  :)
Title: Re: Strange Aeons: Second Edition...
Post by: Cherno on 12 September 2014, 10:33:49 PM
I think you should add an equipment card deck as an add-on pledge :)

It's always nice to have all those weapons stats on their own little card.
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 13 September 2014, 05:00:38 AM
I would like to hear teasers on the pledge levels.....oh man my wallet is going to hurt!
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 13 September 2014, 05:57:23 AM
It'll make a little more sense when we start previewing miniatures next Friday, but suffice to say for now that the pledges are pretty open-ended in terms of what you want to include.  Apart from the most basic, which is just a rulebook, pledges in the $100-750 range are structured as rulebook + $X of your choice of other goods.  The higher the pledge, the greater the discount.  We also have a few 'uber' pledges with unique items that are set up a little differently.

Oh, and there is a quick reference product in the works, but it wouldn't really be practical to produce as cards.
Title: Re: Strange Aeons: Second Edition...
Post by: Sheerluck Holmes on 13 September 2014, 10:31:08 AM
Solo rules are written...just need more playtesting. These will not appear in the book. Most likely they will be an add on at some point, requiring a card deck...

I was hoping they would make it in to the book  :)
Title: Re: Strange Aeons: Second Edition...
Post by: Elk101 on 13 September 2014, 10:36:54 AM
I was hoping they would make it in to the book  :)

It sounds a bit like the solo rules might be a supplement sort of release with the card set.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 13 September 2014, 03:08:33 PM
Exactly. In the end there simply wasn't enough room in the book and they worked better as a card deck anyway. Hopefully we can get them produced during the Kickstarter. 8)
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 13 September 2014, 04:36:52 PM
Yup, the card deck really is the best approach.  I brought up the idea of using dice and a set of reference tables, but it was pretty inelegant, and would have required players to constantly consult the book while playing (cue flashbacks to Battletech hit tables...).  Cards are far better integrated with the fabric of the game.
Title: Re: Strange Aeons: Second Edition...
Post by: Cherno on 13 September 2014, 04:53:42 PM
I agree, AI cards make much more sense. Take a look at the Gears of Wars boardgame to see how it's done right :)
Title: Re: Strange Aeons: Second Edition...
Post by: diehard on 13 September 2014, 10:13:52 PM
I backed Mantic's Deadzone campaign for the AI rules (and the scenery elements) and they went with the AI deck, although I haven't tested it out yet it looks promising and I was hoping to be able to adapt them to other games, being a primarily solo gamer (not out of choice mind you.) I am extremely happy to hear that UMWW is also pursuing this avenue and if possible am even more eagerly awaiting the upcoming second edition. Everything sounds great so far, keep it up!
Title: Re: Strange Aeons: Second Edition...
Post by: jnr on 14 September 2014, 06:06:11 PM
I have all your cards up to date, will these be implicated in the second addition.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 14 September 2014, 07:28:44 PM
I have all your cards up to date, will these be implicated in the second addition.


Twisted Fate and Psychic Power cards are still applicable and will work with no adjustments required.
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 15 September 2014, 06:47:25 AM
I have the Psycic Power cards, but not the Twisted Fate deck - are they still available, or will they be for 2nd Ed.?
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 15 September 2014, 04:46:02 PM
The printable version of Twisted Fate is still available as a download from our website.  As for the plastic cards making a return, we'll just have to wait and see...   :-X
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 15 September 2014, 09:01:17 PM
Okies... have to go looking (maybe I have them in a long forgotten corner of my hard drive, though...  ::) )
Title: Re: Strange Aeons: Second Edition...
Post by: Aeneades on 19 September 2014, 01:53:59 PM
Quick question!  I popped onto the webstore to buy a few mini sets so that I could get this years black goat exclusive but saw that all minis have now been withdraw from sale. Will the mini store be returning before the black goat cut off point so that those of us who haven't picked up an order since March are able to get one?

Alternatively, would backing the kickstarter count as a purchase and come with a watcher?
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 19 September 2014, 02:21:50 PM
You are correct. Backing the Kickstarter will get you the exclusive figure for the year.
Title: Re: Strange Aeons: Second Edition...
Post by: Aeneades on 19 September 2014, 02:26:30 PM
That's great, thanks!
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 19 September 2014, 04:08:04 PM
Time for the first batch of miniature previews!  Models will be bundled up in two sizes: large Box Sets and smaller Boosters (roughly half what you get in a Box).  These are two of the sets that will be available at the outset of the Kickstarter.  We'll preview the others next week, plus there are plenty more lined up as Stretch Goals.

(http://strange-aeons.ca/img/other/StarterBox_Pre.jpg)

(http://strange-aeons.ca/img/other/CultBooster_Pre.jpg)
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 19 September 2014, 04:21:36 PM
sadly there is no way to back a kickstarter without a creditcard here in germany
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 19 September 2014, 04:23:18 PM
We'll be taking direct pledges via PayPal during the campaign too, so no worries for those who can't/don't want to use a credit card.
Title: Re: Strange Aeons: Second Edition...
Post by: Meizter on 19 September 2014, 05:57:12 PM
Uh uh uh sign me up for that Cult Booster already :)

I wish October would be here soon
Title: Re: Strange Aeons: Second Edition...
Post by: forcedperfect on 19 September 2014, 06:33:33 PM
awesome!  i just started up a paint night at my LGS this past week, and everyone at the table kept asking me what game all my pulp models were for.  it'll be nice to have a new edition to demo SA with!  come on, october!
Title: Re: Strange Aeons: Second Edition...
Post by: Klener Zorn on 19 September 2014, 08:07:14 PM
We'll be taking direct pledges via PayPal during the campaign too, so no worries for those who can't/don't want to use a credit card.

NOW THAT MAKES ME VERY VERY HAPPY !!
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 20 September 2014, 04:17:21 AM
Time for the first batch of miniature previews!  Models will be bundled up in two sizes: large Box Sets and smaller Boosters (roughly half what you get in a Box).  These are two of the sets that will be available at the outset of the Kickstarter.  We'll preview the others next week, plus there are plenty more lined up as Stretch Goals.

(http://strange-aeons.ca/img/other/StarterBox_Pre.jpg)

(http://strange-aeons.ca/img/other/CultBooster_Pre.jpg)

My pointy masks! Where did they go! Oh noes!  :o
Title: Re: Strange Aeons: Second Edition...
Post by: jgodwin17 on 23 September 2014, 02:06:21 AM
Kind of a specific question about 2nd edition, so I can understand if you Uncle Mike and all the fine folks working on it are unable to answer, but....


Will there be a profile for Vampires in the 2nd edition?

I'm looking at picking up the 1st edition PDF in the next few days and backing the Kickstarter come October, and as such I was going through my minis and looking for suitable Lurkers and I found a very cool Otherworld Vampire miniature and thought it would be really neat to use it, maybe with a few of it's human henchmen against an experienced Threshold squad. In short, I'm trying to paint up stuff for 2nd edition that I can field.

Thanks for your help and I look forward to the kickstarter!
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 23 September 2014, 02:17:51 AM
Kind of a specific question about 2nd edition, so I can understand if you Uncle Mike and all the fine folks working on it are unable to answer, but....


Will there be a profile for Vampires in the 2nd edition?

I'm looking at picking up the 1st edition PDF in the next few days and backing the Kickstarter come October, and as such I was going through my minis and looking for suitable Lurkers and I found a very cool Otherworld Vampire miniature and thought it would be really neat to use it, maybe with a few of it's human henchmen against an experienced Threshold squad. In short, I'm trying to paint up stuff for 2nd edition that I can field.

Thanks for your help and I look forward to the kickstarter!

Even if there isn't stats, you could find something similar and use them as a counts as....I know many people have done that for other figures they wanted to use but no real stats.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 23 September 2014, 02:29:19 AM
Will there be a profile for Vampires in the 2nd edition?

The Night Stalker has always been intended as our Vampire.  It's a very powerful monster though (as it should be!), so doesn't typically appear until you build up an experienced Threshold list.
Title: Re: Strange Aeons: Second Edition...
Post by: jgodwin17 on 23 September 2014, 02:34:15 AM
The Night Stalker has always been intended as our Vampire.  It's a very powerful monster though (as it should be!), so doesn't typically appear until you build up an experienced Threshold list.

Thank you LidlessEye, that's excellent to know! Looks like that Vampire miniature will be getting some paint on him after all!
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 23 September 2014, 06:20:30 PM
Thank you LidlessEye, that's excellent to know! Looks like that Vampire miniature will be getting some paint on him after all!

This is my Night Stalker:

(http://1.bp.blogspot.com/-loH5LWxo8OQ/Uxtn2n2zz4I/AAAAAAAABDQ/Keta-WP2xbc/s1600/Night_Stalker-01-01-300.JPG)
Title: Re: Strange Aeons: Second Edition...
Post by: jgodwin17 on 24 September 2014, 04:25:07 AM
Looks great Argonor! Nice paint on that (Heresy I think.....) mini!
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 24 September 2014, 05:00:28 AM
With the points spread being extended into the 40+ point range you will see more of the Night Stalker in second edition. Also you will see some specific items of special gear. Anyone for garlic steak...or is that stake... :P
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 24 September 2014, 02:54:36 PM
Looks great Argonor! Nice paint on that (Heresy I think.....) mini!

Thanks, and yup, Heresy - comes with 3 head options, of which I chose the 'Nosferatu'-looking one  :D

Expanded points range... hmmm... that sounds like I'll have an excuse to paint up more of my pulp mini collection  ;)
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 25 September 2014, 12:56:52 AM
More models coming Friday, but here's a little one-week-to-launch bonus preview of our new Kickstarter-exclusive t-shirt.  Art by Toren Atkinson, printed on Eldritch Green (S-2X at least - 3X-5X will have to be white).

(http://www.strange-aeons.ca/img/other/SAShirt_Pre.jpg)

Title: Re: Strange Aeons: Second Edition...
Post by: jgodwin17 on 25 September 2014, 07:21:05 AM
Great news on the Night Stalkers (the miniature I have for it is one I've wanted to paint up for too long, and hadn't found an excuse to do so) Uncle Mike,

I just picked up the SA PDF the other day and had a quick read through. I must say they look excellent, as long time Mordheim player, I think I found a replacement for Mordheim in my gaming rotation  :D. I was so enthused on the rules I actually went and purchased some various miniatures for Threshold Agents the day I read them, and am now eagerly painting up terrain. Can't wait to give SA a try soon.

All that aside, and more relevant to the thread... the shirt look excellent LidlessEye! I've never seen a gaming shirt I've really liked, but there is a first for everything. That art is too great to pass up on a shirt.
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 25 September 2014, 07:47:29 AM
Thanks and I hope you like them. I played Mordheim for years...one of my favorite games.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 26 September 2014, 05:04:12 PM
Kickstarter Miniature Preview #2, Part 1: The Beast Booster.  This one contains a mating pair of Missing Links, three Giant Vermin and six Swarms.

Final preview in two hours!

(http://www.strange-aeons.ca/img/other/BeastBooster_Pre.jpg)
Title: Re: Strange Aeons: Second Edition...
Post by: CptJake on 26 September 2014, 05:10:43 PM

The Missing Links don't look like they are actually mating.  Honestly, that is a good thing.  Not sure I would want figures of mating Squatches...

 ;D
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 26 September 2014, 05:14:57 PM
The Missing Links don't look like they are actually mating.

Please don't give Mike ideas for bonus figures!  :o
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 26 September 2014, 05:16:37 PM
The Missing Links don't look like they are actually mating.  Honestly, that is a good thing.  Not sure I would want figures of mating Squatches...

 ;D

Perhaps some rewording from "Mating" to "Mated"
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 26 September 2014, 05:17:19 PM
Please don't give Mike ideas for bonus figures!  :o

Mating Missing Links I think would qualify as a "Scene of Horror"?
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 26 September 2014, 05:21:43 PM
Mating Missing Links I think would qualify as a "Scene of Horror"?

Try Scene of Terror!  Have you heard what a sasquatch sounds like normally?

http://www.oregonbigfoot.com/sounds.php

Second one from the bottom is clearest.  Yes, yes, I'm a cryptozoology geek too...
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 26 September 2014, 05:41:39 PM
Try Scene of Terror!  Have you heard what a sasquatch sounds like normally?

http://www.oregonbigfoot.com/sounds.php

Second one from the bottom is clearest.  Yes, yes, I'm a cryptozoology geek too...

Terror/Horror! It would be scary as hell in either case!
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 26 September 2014, 06:57:31 PM
Final preview!  The Innsmouth Box serves up a fishy buffet of ichthyic terror, with four Fishmen, a Fishman Demagogue, three Hybrids and the monstrous Deep One.  And yes, all these models are depicted to scale with one another - it really is that big.

(http://www.strange-aeons.ca/img/other/InnsmouthBox_Pre.jpg)
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 28 September 2014, 06:04:08 PM
Talked my wife into the Cult Membership. I was about to purchase and had a moment of confusion. It is tacking on a $12 shipping also. Is that right? I would assume the card, shirt and cult model would just end up in the Kickstarter package (shipped together) cost which again I assume there will be a shipping fee for the KS correct? Just didn't want to over pay in shipping! Rather have my bucks for the KS

Also, how big is an actual 2x, I notice some places are a bit different than others. I have bought some 2X that was tight and others a bit loose....4X seems a bit big for me but if the 2x is a smaller fit rather go larger for wash shrinkage and fatness.
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 28 September 2014, 06:51:51 PM
Cult Memberships purchased on the site before Wednesday ship immediately rather than with the Kickstarter, hence the normal shipping fee.  I'll PM you with some options.

And thanks for reminding me about t-shirt sizes, as I have to add that info to the Kickstarter page.  Laid flat, 2X is 26" wide/32" long, vs. 30"/34" for 4X.  We should be able to offer a 3X now as well thanks to bulk ordering for the Kickstarter, which falls right in the middle at 28"/33".
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 30 September 2014, 03:35:28 PM
It's like Christmas Eve almost!  ;D
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 30 September 2014, 03:45:47 PM
Not long to go now...I'm up early, fretting...
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 30 September 2014, 04:00:00 PM
Not long to go now...I'm up early, fretting...

This sounds strangely familiar...

Just to update everyone, the target launch time for tomorrow remains at 11AM Mountain (10AM Pacific, 1PM Eastern, 6PM UK, 7PM Central Europe).  As this is my first time launching a Kickstarter though, please bear with me if the actual start is a few minutes late!  And apologies to our fans in Australia and New Zealand - try as I might, there's no such thing as a time that will work for everyone.

I was asked about early birds on another site, so I shall spill the beans here as well: yes, we do have some early bird pledge levels, but the number of slots is quite generous, and we may consider opening up more in the event they're rapidly occupied.
Title: Re: Strange Aeons: Second Edition...
Post by: Oldben1 on 30 September 2014, 04:58:40 PM
I like how you mentioned you talked your wife into a cult membership.  I can't even talk my wife into a boardgame.  What's the key, candy, flowers? :D
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 30 September 2014, 05:42:46 PM
This sounds strangely familiar...

Just to update everyone, the target launch time for tomorrow remains at 11AM Mountain (10AM Pacific, 1PM Eastern, 6PM UK, 7PM Central Europe).  As this is my first time launching a Kickstarter though, please bear with me if the actual start is a few minutes late!  And apologies to our fans in Australia and New Zealand - try as I might, there's no such thing as a time that will work for everyone.

I was asked about early birds on another site, so I shall spill the beans here as well: yes, we do have some early bird pledge levels, but the number of slots is quite generous, and we may consider opening up more in the event they're rapidly occupied.

1PM EST is great! That is my lunch break so I can pledge without issues! Yay!
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 30 September 2014, 05:45:50 PM
I like how you mentioned you talked your wife into a cult membership.  I can't even talk my wife into a boardgame.  What's the key, candy, flowers? :D

Honesty, slow selling, slowly bring down their willpower to the point they just say yes so you shut up....works like brainwashing for cultists...it also doesn't hurt to butter them up with activities they like and using special times (wedding annv, birthday and Christmas for example) to add a bit more weight (in my case wedding annv, 10 years) plus she gets to order oils once a month for her Essential Oils from Young Living, I have a policy, she can spend whatever she would like, I just ask for a small consideration back at times. Usually I Ebay things to pay for things like Kickstarters....like this one. So, I don't dip into the well often....
Title: Re: Strange Aeons: Second Edition...
Post by: mdomino on 01 October 2014, 03:35:06 AM
What's the URL to the new kickstarter?
Mike D
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 01 October 2014, 04:04:33 AM
Unfortunately Kickstarter doesn't generate a URL until the project goes live.  I'll post it here as soon as I have it tomorrow morning.
Title: Re: Strange Aeons: Second Edition...
Post by: Kitsune on 01 October 2014, 08:44:57 AM
What times it going live? I wanna throw my money at it!
Title: Re: Strange Aeons: Second Edition...
Post by: Aeneades on 01 October 2014, 09:55:37 AM
What times it going live? I wanna throw my money at it!

11 Mountain time. Looks like you are in London so 6pm our time!
Title: Re: Strange Aeons: Second Edition...
Post by: Kes on 01 October 2014, 01:46:53 PM
Looking forward to it, I'll be on the train home then, but I'll check it out when I get home :)
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 01 October 2014, 01:47:49 PM
Thanks all! Not long now!
Title: Re: Strange Aeons: Second Edition...
Post by: Kitsune on 01 October 2014, 02:02:28 PM
I'll be getting home, knackered from the cycle, then turning into "Daddy" for a couple of hours. Hoping all the early birds don't dissappear before I get a chance to hit the web :)
Title: Re: Strange Aeons: Second Edition...
Post by: Aeneades on 01 October 2014, 02:26:38 PM
Surprised at the number of London players here (about a mile outside m25 here so not quite.a london player).  6 works quite well for me as will be when I just get home, sounds like there will be plenty of early birds to go round though :)
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 01 October 2014, 02:39:08 PM
Yea, i am going to have a short window at the 1pm EST start, forgot I am teaching a class today at another office for fiscal closeout...gah!
Title: Re: Strange Aeons: Second Edition...
Post by: harleyface on 01 October 2014, 02:57:38 PM
7 pm.....
germany
really looking forward
Title: Re: Strange Aeons: Second Edition...
Post by: styx on 01 October 2014, 05:34:27 PM
Stalking the clock!
Title: Re: Strange Aeons: Second Edition...
Post by: Mr. Peabody on 01 October 2014, 06:13:06 PM
Look at that... The target will be hit before hour one is up.  :o
Title: Re: Strange Aeons: Second Edition...
Post by: fairoaks024 on 01 October 2014, 09:44:47 PM
I'm in surrey, but my club is in west london, so I count too  :D

Backed!

Regards

Jim
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 01 October 2014, 09:55:28 PM
I am in!

In London, and the KS too.
 ;)

Title: Re: Strange Aeons: Second Edition...
Post by: Aeneades on 01 October 2014, 11:02:36 PM
I'm in surrey, but my club is in west london, so I count too  :D

I'm actually in Surrey as well but just on the Greater London border.

(and I also used to game at a west London gaming club on occasion ('Bush Bash' at Shepherds Bush))

Seems like South East England has the highest concentration of Strange Aeon players outside of Canada.
Title: Re: Strange Aeons: Second Edition...
Post by: fairoaks024 on 02 October 2014, 01:35:10 AM
@Aeneades, I game in the same place, we are the club that meets there on a Wednesday!

Small world

Regards

Jim
Title: Re: Strange Aeons: Second Edition...
Post by: Mason on 02 October 2014, 08:34:47 AM
Seems like South East England has the highest concentration of Strange Aeon players outside of Canada.

Maybe we should try and organise a get together some time.
 :D

Title: Re: Strange Aeons: Second Edition...
Post by: EndTransmission on 02 October 2014, 03:29:08 PM
Maybe we should try and organise a get together some time.
 :D

Go for it. You know you want to organise it ;)

Also, depending on who is doing the European distribution, it might be fun to set up a day where people can collect their KS orders, meet other backers and play a few games rather than waiting for the postman?
Title: Re: Strange Aeons: Second Edition...
Post by: Uncle Mike on 03 October 2014, 10:09:03 PM
Great idea!
Title: Re: Strange Aeons: Second Edition...
Post by: fairoaks024 on 03 October 2014, 10:33:29 PM

Also, depending on who is doing the European distribution, it might be fun to set up a day where people can collect their KS orders, meet other backers and play a few games rather than waiting for the postman?

I'd definitely be up for this. I would also be able to drag 2-4 club mates along who I'm
trying to mind control into backing the KS too

Regards

Jim
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 03 October 2014, 11:54:08 PM
Classical Antiquarian it is for me, then. I don't really need another bunch of minis, as I have plenty of unpainted stuff in the Lead&Plastic Alps.

After getting the book I may have to look into the Necronomicon for some Mythos monsters to face the agents of Treshold.

Come to think of it, I don't think I've claimed my free Cult Membership mini this year (I may have - the one I've got is the submerged Deep One?)? Damned postage.

And the webstore is down for maintenance?
Title: Re: Strange Aeons: Second Edition...
Post by: LidlessEye on 04 October 2014, 12:10:56 AM
And the webstore is down for maintenance?

We've shut it down during the Kickstarter, but I'm having a bugger of a time getting it to show any message except "Down for Maintenance".  You'll get your Watcher mini (this year's beastie) with your Kickstarter pledge though, along with next year's, and another model to boot.

Also, you may find there are some non-miniature add-on options coming down the pipe...
Title: Re: Strange Aeons: Second Edition...
Post by: Argonor on 04 October 2014, 12:17:11 AM
We've shut it down during the Kickstarter, but I'm having a bugger of a time getting it to show any message except "Down for Maintenance".  You'll get your Watcher mini (this year's beastie) with your Kickstarter pledge though, along with next year's, and another model to boot.

Also, you may find there are some non-miniature add-on options coming down the pipe...

Ah, OK, sounds good, then.  :D
Title: Re: Strange Aeons: Second Edition...
Post by: Kes on 04 October 2014, 08:12:55 PM
Go for it. You know you want to organise it ;)

Also, depending on who is doing the European distribution, it might be fun to set up a day where people can collect their KS orders, meet other backers and play a few games rather than waiting for the postman?


Sounds like a good idea :)