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Author Topic: Strange Aeons: Second Edition...  (Read 62171 times)

Offline Uncle Mike

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Strange Aeons: Second Edition...
« 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

Offline Mathyoo

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Re: Strange Aeons: Second Edition...
« Reply #1 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.

Offline superflytnt

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Re: Strange Aeons: Second Edition...
« Reply #2 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".

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Offline Alien Dave

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Re: Strange Aeons: Second Edition...
« Reply #3 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

Offline superflytnt

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Re: Strange Aeons: Second Edition...
« Reply #4 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.

Offline LidlessEye

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Re: Strange Aeons: Second Edition...
« Reply #5 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.

Offline smokezombie

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Re: Strange Aeons: Second Edition...
« Reply #6 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
« Last Edit: 20 February 2013, 08:07:07 PM by smokezombie »
"The sword sung on the barren heath,
The sickle in the fruitful field;
The sword he sung a song of death,
But could not make the sickle yield."
William Blake

Offline Sheerluck Holmes

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Re: Strange Aeons: Second Edition...
« Reply #7 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.

Offline Cherno

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Re: Strange Aeons: Second Edition...
« Reply #8 on: 20 February 2013, 10:51:01 PM »
Definitely the frenzy rule, it nerfs the otherwise pretty fine Fishmen severly  :?

Offline superflytnt

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Re: Strange Aeons: Second Edition...
« Reply #9 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.

Offline obsidian3d

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Re: Strange Aeons: Second Edition...
« Reply #10 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.

Offline Uncle Mike

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Re: Strange Aeons: Second Edition...
« Reply #11 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?

Offline LidlessEye

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Re: Strange Aeons: Second Edition...
« Reply #12 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....   ;)

Offline Dezmond

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Re: Strange Aeons: Second Edition...
« Reply #13 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.

Offline Sheerluck Holmes

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Re: Strange Aeons: Second Edition...
« Reply #14 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.

 

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