by ZombieDragoon
So I'm trying to put together some rules to make AH more RP based (reasoning: personal opinion, AH makes for a poor strategy game, but a great 'Roleplaying board game'), but without a big alteration of the mechanics other than spot rule changes. Some have been play tested, some have not, either way would love some feedback from players who have experience. I'm not sure how original these rules are, but here goes.
1. Roleplay the Cards
This is the big one. Instead of a player reading the cards for their encounter (or worse, mumbling them quickly, and throwing up a die roll before moving on), the card is read to them by the 1st player (the 1st players card is read by the 2nd player, and of course it rotates every turn. Instead of reading it verbatim, the reader 'builds a scene' embellishing as they see fit, describing colorful details of the location, injecting general weirdness into any other world encounter, or anything that comes to mind. If someone talks to the character, the reader talks as that character, making up whatever they think that person would say, and the player in the encounter responds as their character would.
If there's an option/choice the reader presents that choice, and the player picks based on what his character might do (the reader may add hints about the repercussions if he feels it necessary), and the reader describes the result. If an item is given, he'll draw it out and describe what is being given. If a clue token is given, the reader may describe what that 'clue' is in any way they deem appropriate.
If there are no option, the reader just describes the result in as much detail or length as they wish and then tells them game result after.
This applies for all encounter cards, and typically takes about 1 minute per card (though it can go longer). Worth nothing, no rules are changed, the mechanical effects of the card still happen exactly as stated.
Reasoning: I don't know if I'm the only one, but hearing someone describe some in depth their version of grizzly beast from the dreamlands will always be more fun then having someone read 'You are bitten by a beast, lose 2 stamina,' in monotone before making the adjustment and moving on.
I've already playtested with my friends, and we are never going back. It's that much better (for us.)
1a. (More optional) Roleplay everything
A little more complicated. The idea is, whoever is the first player (or just 1 designated player) describes in detail everything that happens on the board. As in, if you are fighting the monster, the 1st player describes the battle (and the fighting player might describe his part) as well as what the result looks like after it's over.
The 1st player also describes the Mythos cards, as if he were the narrator describing some other part in the city (like a scene in a film that takes place away from the main characters), same for Ancient One attacks, blight cards, ect.
Notes: In full makes the game feel like a board game AND a shared experience horror story. Can really build atmosphere. These descriptions can end up be mood setting and genuinely scary/atmospheric. They can also be ridiculous or terrible, which would typically just make it funny. Regardless the game was way more creepy and funny, and a better time overall.
2. Investigator Team Up
The idea is that if two investigators wish, they may travel together as a team. In doing so they move the speed of the slowest investigator, and can share vehicles. As many investigators can do this together as they want (though they can only share as many vehicles as would make sense).
If two investigators are at the same spot for an encounter (Arkham or other world), the investigators draw two encounters and do them in sequence. If a roll is required, both investigators may try, and if either succeeds it counts as a success (though the reward can only go to one winner). If they both fail, they both pay the penalty of failure. If they win an item or money is one they must decide who gets it (or split it.)
If a penalty/reward would seem to go to only one player, the reader may roll to see what investigator that would be (or alternatively, the investigators can make luck roles). Generally the reader will decide how this would best be applied.
When multiple investigators would fight monsters, each must make the sanity roll. If they wish to evade, each player may make the roll, and if any succeed it counts a success for all. If they wish to fight, they all roll separately, and if any player succeeds then they all are victorious. If none do, they all take damage. An investigator may wish to take the damage for another investigator, but only stamina damage. Who ever defeats the monster may keep the monster trophy (highest roll if multiple successes.)
If players must spend clue tokens to accomplish a task (as in closing a gate) they may spend them together.
With rule 1, players are encouraged to interact/roleplay with each other during encounters.
Players may break up from the group at any time.
Notes: This is just another way to add roleplay, and a social dynamic to the game. I would think that what is gained by higher chances to succeed in things, is countered by the chances to all lose, and covering less ground.
Other Minor Houserules:
1. 'Setting the Stage': Have an encounter before the mythos card is drawn. Try to make these as roleplay/character introduction as possible.
Notes: Don't need to explain this.
2. 'Tougher Ancient Ones': The Ancient One starts combat with an additional 'HP' equal to the doom track time 2 plus the number of open gates times 3.
Notes: Just to take away that strategy of ramping up for the ancient one and not getting stuff done in Arkham. And if the Ancient One does appear, it won't feel like you wasted valuable resources getting that stuff done.
3. 'Scarier Ancient Ones': Each player must succeed on Will check when the Ancient One appears (at - the number of open gates). Or lose half their items, and get a madness card.
Notes: Seeing an Ancient One should be traumatic. Also see rule 2.
4. 'Hidden Gates': Gates start face down. They are turned up when any player approaches one or, alternatively, spends a 2 clue tokens while in the street area next to it during the movement phase. 'Moving gates' or any other gate features don't happen until the gate is moved face up.
Notes: Makes things a bit more thematic and interesting.
5. 'Monsters Sucked In By Gates': Any monster standing at a gate location when it is closed is sucked in as well and returned to the cup.
Notes: Just makes sense.
6. 'Other World Clue Tokens': An investigator may choose to spend an additional turn in another world, if they choose to do so they may gain 1 clue token and make a lore/luck roll, failure means they lose 1 sanity. The modifier for this roll starts at -0 and decreases by 1 each turn in the other world. This happens in addition to any encounters drawn during that turn.
Notes: More reason to go to the other world, instead of just being pass through on the way to sealing a gate. More players will enter gates w/o just making sure they have all the clues they need there before entering.
7. 'Gate Crash': Should a two Rifts/Gates collide it is a gate crash. The doom track goes up by 4, all locations in the area become closed permanently, and the street location there becomes an open gate permanently (counting against the players and producing monsters for monster surges).
Notes: I just think this would be awesome.
And that's it. Please let me know what you think and make suggestions. (Or suggest other house rules that would work with these or be used instead). Thanks in advance.