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Monster Hunter» Forums » General

Subject: Improvements rss

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Anders Gabrielsson
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I have plans to develop the background information and rework the mission steps to make them a bit more varied, maybe add some branching instead of the strongly linear way they are arranged now. I will also add some storytelling advice to the various steps.

I will also try to make the layout a bit more attractive and maybe add a picture or two, but that's not my strong suit.

What else needs work?
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An example of play and some adventure hooks for folks that would like to run it would be useful.

At the moment the document is short enough to be used as is. If it gets much larger, it mught be useful to have a one-page summary of the order of play that can be used as a quickstart guide in order to faciliate the flow of the game.

The core game is excellent though, so these are just presentational issues.
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Anders Gabrielsson
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Good points all! And thanks for the praise.
 
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Sean Cox
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Fort Meade
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I'm going to echo the previous statement regarding examples.

I also agree that I'd like to see more mission variety. That's the thing that really held it back for me.

At first, I wasn't a fan of the macroscopic look it took; each turn would normally be a session, each session a campaign. Then I really read it and fell in love with why. This game isn't about the adventures. It's about the consequences of our choices, and expanding the time line really lets you see how decisions now impact you years down the line. I thought that was really fascinating.

Advice for story tellers would be nice. A rules summary would also be good. Again, however, the biggest thing I saw that I wasn't a fan of was the lack of variety in mission structure.
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Anders Gabrielsson
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Good points!

I will add some variety to the mission structure, but not that much. One point of the game is that you're doing pretty much the same thing over and over and over again - the missions aren't supposed to be exciting adventures; they're supposed to be repetitions of the same siutations with the same choices to make. Making the missions the same highlights the changes in the characters and make the choices more important, I think, because you have a history to fall back on. Will I act the same way in the same situation, or have I changed?

Partly it's also a way to symbolize the futility of the Agency's mission to rid the world of monsters - no matter how many you kill, there are always more. Does that make your choices more or less meaningful?

But yes, the missions will have a slightly more flexible structure when I revise the rules. I've just started work on that bit, after adding some text on the Agency and the characters.

Examples will definitely be in there in the new version, as well as some discussion on how I expect the game to play out. For example, I don't think I explicitly say anywhere that the characters are only supposed to last about a handful of missions. I expect four players will be able to play to the end in an evening.
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Anders Gabrielsson
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Another point I meant to ask for input on:

I'm a bit torn about making the Report stage more interactive, with the reports the characters write generating some kind of resource the other players can use in later missions. It would make the consequences of that choice more concrete and create some kind of feedback between the characters, but I'm not sure that's a good thing. The isolation of the characters is part of the setting and I think it's quite important for the mood of the game that you don't have any "comrades in arms" to fall back on or fight for, that it's all about you, the monster and the innocents.

What do you think?
 
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