Monday, May 23, 2011

An open question...

Simply put...
"If you were playing a card/board game about being a diabolical cultist bent on raising one of the Great Old Ones from the depths of the cosmos before another cult does, what would make the experience fun?"

 It's a wide open question, as it is intended to be. I look forward to your responses!

1 comment:

  1. - "Take that" actions to delay other cults from gaining too much power.

    - A main threat to all cults, something like investigators or special occult forces that each turn are close to develop the knowledge to stop all the cults. Maybe some automatic card system where at the end of the players turn they will draw a card to move investigators or police around, cast tragic cataclysms over the cults, arrest or members, etc.

    - Technology advancement or better to say magic spells advancement where the cultists develop their power by choosing a line in a spell tree. Invocation, healing, destruction, restoration spells, etc.

    - The use of the system to hurt other cults, for example, sending investigators to their lodges, counterspells or catastrophes.

    - Invoking nasty creatures to fight other cults nasty creatures.

    - goals/quests to gain points.

    - system vs players vs players... a game in which sometimes when the main threat is too hard on all that allows the cults to work temporaly together to stop the system while they gather power to summon their GOA.

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