Tuesday, June 13, 2017

Proposal: this time it actually is madness

Self-killed. Failed by pokes.

Adminned at 14 Jun 2017 23:15:15 UTC

Add a new subrule “Madness” to the rule “Explorers” with the text

Explorers have Insanity tracked on the GNDT. Insanity defaults to 0. Explorers with an Insanity of greater than 10 are insane.
Insane Explorers cannot utilize their Background powers.

Add a subrule “Going Insane” to the rule “Madness” with the text:

An Explorer gains 1 insanity if one of the following happens:
*That Explorer is in a Very Cold location for 48 hours
*That Explorer is in an Extremely Cold location for 24 hours
*The first time an Explorer is in the same location as a Horror that they have not gained insanity from

Stable people don’t go on a trip to the Antarctic.

Comments

Kevan: HE/HIM

06-13-2017 07:48:39 UTC

This is a lot of untracked and automatic gamestate changes, and I can’t see that Eldritch Horrors explicitly have Locations.

pokes:

06-13-2017 10:10:49 UTC

against

card:

06-13-2017 15:15:17 UTC

That’s because this proposal doesn’t define Horrors, just mentions them.

Cuddlebeam:

06-13-2017 15:21:06 UTC

this time it actually is Spartaaaa

and I like the idea but the automatic changes are meeeeeeh not so great arrow against

Although it would help to note that Cultists should be able to still win or something - is their Cthulu-summoning a background power?

Kevan: HE/HIM

06-13-2017 15:31:17 UTC

against Because of automatic Sanity changes triggered while we’re asleep by things we won’t always notice.

card:

06-13-2017 16:16:45 UTC

against Okay I guess automatic is bad.

[Cuddlebeam] Currently Cultists have no background power, aside from knowing the entire creed. I thought maybe of giving them something like that along with an addition to the Military power. Mainly because the Mountains of Madness story has some spooky things going around the Antarctic.

Sphinx:

06-14-2017 12:07:43 UTC

against because automatic.

Sinq:

06-14-2017 20:12:16 UTC

against