Game Info
Year
2024
Players
2-6
Age
14+
Playtime
60 min
Collection
Mechanic profile
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Description
Tabletop RPG set in the Arkham Horror universe using the Dynamic Pool System d6 dice mechanics for investigators in 1920s Arkham
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All mentions
Browse transcript mentions, sentiments, pros/cons, mechanics, topics, quotes, and references.
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Video 0TAJkzi_Qs8
Unknown Channel Rules Teach at 0:00 sentiment: positive
video_pk 10685 · mention_pk 31550
Click to watch at 0:00 · YouTube ↗
Overall sentiment (raw)
positive
Pros
- Strong art direction and presentation that fits Arkham Horror aesthetic
- Dynamic dice pool offers meaningful decision points and resource management
- Versatile action economy with simple/complex and reaction actions
- Clear division between narrative and structured scenes supporting GM guidance
- Intriguing horror and trauma system with long-term stakes
- In-depth character creation and progression with archetypes, knacks, and insight
- Campaign structure and starter scenarios to help new groups
- No initiative rolls keeps combat fast and reactive depending on who starts a conflict
Cons
- Potentially slow decision-making on complex actions due to die allocation
- Rules complexity may be steep for new RPG players
- Horror/trauma mechanics can be unforgiving and heavy for some groups
- Healing may be limited and trauma permanent in some cases
Thematic elements
- Cosmic horror, investigators confronting ancient deities and eldritch entities
- Arkham, Massachusetts, 1920s-1930s Lovecraftian mythos
- mythos-driven, episodic with both narrative and structured scenes
Comparison games
- Arkham Horror (board game)
- Eldritch Horror
- Mansions of Madness
- Arkham Horror Card Game
Mechanics (from transcript analysis)
- Archetypes, knacks, and XP progression — Eight archetypes with knacks; XP spent to improve skills, purchase new knacks, and possibly multiclass; advancement creates unique characters.
- Combat and injury — Attack resolution based on weapon stats; damage reduces dice pool; injuries trigger alternatives and healing options; long-term consequences managed via rules.
- Combat: Damage Based — Attack resolution based on weapon stats; damage reduces dice pool; injuries trigger alternatives and healing options; long-term consequences managed via rules.
- Dynamic Pool System (DPS) — Players start with six six-sided dice; dice are spent to take actions and perform tests; pools refill at the start of a scene or on a character's turn; damage and horror reduce the pool and can cause wounds or trauma.
- Horror and Trauma system — Rolling horror dice when trauma occurs; one die per horror point; trauma can lead to lasting effects with trauma tables and is not healable.
- Insight and personality traits — Characters gain Insight tied to traits; insights can be spent to improve outcomes, gain clues, or alter trait effects; traits have positive/negative aspects that interact with insights.
- Narrative choice — Narrative scenes require no dice for simple actions and progress differently; structured scenes follow turn-based combat with rounds and dice spent for actions.
- Narrative vs structured scenes — Narrative scenes require no dice for simple actions and progress differently; structured scenes follow turn-based combat with rounds and dice spent for actions.
- Simple, Complex, and Reaction actions — Three action types: simple actions auto-pass; complex actions require choosing how many dice to roll and can fail; reactions spend one die to interrupt another action.
Video topics + discussion points
No key topics recorded for this video.
Quotes (from this video)
- the dynamic pool system
- you start out with the maximum of six d6s in their pool of dice
- there are two types of scenes narrative and structured narrative scenes
- no initiative roles in this game
- horror can be healed through complex actions such as introspection or counseling but trauma can never be healed
- as a board gamer I like the concept of having a limited number of actions and I can spend those actions how I want
- the book itself is 256 pages and broken up into eight chapters covering the lore of the world rules character creation equipment game master tips ancient ones descriptions allies and enemies and a pre-written five scene scenario
- off the bat the art is topnotch Arkham Horror board and card games have always had great art there is a certain style to it that is consistent in all the games and that remains here
- I like how the book uses beige background pages except for the chapter on the ancient ones the background there looks like a dimly lit night sky really nice touch
- I think this is going to make for some really interesting decisions during game play
- as a longtime player of other Arkham Horror themes I look forward to immersing myself in a world where I can visit Miskatonic University check out a book from Daisy Walker from the Library, have a drink at the nightclub, try to outwit Carl Sanford and go toe-to-toe with the Shoggoth
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