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!!MgA31eRve7T 05/29/10(Sat)19:50 No.10142860It's not hard at all to learn. And all we really need for a good, solid game are people who're willing to play the characters and not drop off at a moment's notice, leaving three people to drive 6 investigators. As for the rules of the game, they're mindbendingly simple for what the game is.
Also, rules in short: you get an investigator card. You pick three sets of numbers off each statline on the card, and that's your starting statline. You roll 1d6 for every point in your favor in something. You can move the slider one to the left or one to the right every level. You're adventuring around town to find Clues and Gates. You take a jaunt through a Gate, draw cards to determine events inside the Gate, and when you come out a few turns later if you've got 5 Clues you can try to close the gate. The more closed gates, the less likely the Elder God Of The Week is going to wake up and attack. In your way are monsters - some fuck with your mind, some are resistant to bullets, some are resistant to magic, others are just motherfuckers and resistant to everything. The more of these you kill the better, because if you run out of stamina by being a derp in combat or sanity by seeing an elder spawn crawl out of the nearest shadow you lose half your goodies and items you've been finding, including your Clues, and have to start over. Get smacked/scrambled too many times and you might as well not even be involved in the game for all the good you'll do. You win by making sure the Elder God doesn't wake up, and you lose by having him wake up and eat all of you. That's the short rules. |