Behind the scenes, I’ve been going back and forth on this template I designed. It’s important to have a plan for how to do things, knowing full-well I’ll have to attack the Arkham Horror encounters again, I want to write the Ascalon Horror encounters once. In the name of “getting it right the first time.”

To this end, I’ve reviewed my older notes about encounter design. I’ve been making a list, and I’ve checked it twice — only the relevant information retained for this project, with some notes toward future projects. I want to put speculation behind me and make sure that everything I write is “solid” from the start. *sigh*

So. Getting to the point. I’m eliminating Skill Points because they’re redundant, and I’m removing Companions. Allies are a major part of Arkham Horror (though they tend to go unnoticed across multiple games). Even Guild Wars schtick is “never fight alone,” but I want to remove Companions to emphasize teamwork among players.

First and foremost, companions add yet another variable that must be tracked. If the only things a player have to concern themselves with are stats, treasures/trophies, and memberships, then I think we’re in business. I think the other players should be the only companions needed in the game, providing their uniqueness.

I want the game to be about the wealth and magic, quests and monsters. The other characters (NPCs) will be there to add flavor, but the story isn’t about them, it’s about the player characters (PCs) and their fantasy adventure story. With villains. Right.

So, I overhauled some of my early work again, to make sure I wasn’t going to get halfway through the encounters and realize I was going to need to scrap more work to start over from scratch. See, if I nip it in the bud, it doesn’t feel like such a waste of time, and I don’t lose as much momentum from the shock of, “what a waste.”

Anyway. Encounters. Working on them. Over and out.