Last night’s playtest didn’t cover much in the way of new ground, and I feel I explained a lot of things poorly. Poorly meaning that I spent a lot of time talking, and we didn’t spend a lot of time playing. That’s a big fail on my part. If I’m going to do stuff like that, it shouldn’t be when I want to try out new mechanics.

Maybe I said that wrong — the point is, less time gabbing, more time playing. There was a bunch of new stuff to try out, and I was way too tired and chatty to be effective. Bad on me. You know one of the things I realized almost immediately though? The mechanics for assigning daily action stuff are cumbersome. Should be a variant.

I found that as our characters were trekking across the land, resting every space, or every other space, there were a lot of movement points trading hands, and very little gameplay. It makes a lot more sense to me, as a player, that the movement just be handed out at the beginning of the week, and for that to be the end of it.

Unless I’m planning on creating a system of random encounters while traveling long distances overland, there’s no reason for the party to travel together unless they’re going to be adventuring wherever they end their movement. I really, really need to write up an outline for the adventuring/questing system.

I realized that ostracism is going to come up a lot, and that’s kind of cool. We wrote Arkham Horror location names on scraps of paper and distributed them around the “board,” now I just need to figure out how the affiliation malarkey is meaningful when you just want to kill monsters and take their stuff.

Dungeons? Monsters? Affiliations? Quests? There’s a lot of work to be done.