>one-shot scenarios or a long-running campaign? For Lovecraftian games I'd usually say one-shots are better in most systems due to the toll taken on characters. If I was running a campaign I wouldn't want the usual sanity system, I'd want something where the character change over time due to the mental strain.
Tyler Wood
If I get a decent party, I prefer long campaigns, where I mess with both the characters AND the players.
I once had a player call me at 4 AM and scream obscenities at me because apparently he had nightmares about his character. The bliss and joy I felt that moment is impossible to describe.
Xavier Sanders
Hows the arkham card game?
Adrian Young
Good
Dylan Watson
Anyone have the DG pdf from patreon that summarizes how magic will work in the new system?
Dylan Ross
This should be the one. Here you go.
Jayden Turner
Well, I've been running masks for the last month now, so I'd have to say a long campaign is better than a one shot
Aaron Long
>The operation roll’s chance of success equals the caster’s Unnatural skill plus the caster’s POW plus the WP cost of the spell.
Functionally this means that the vast majority of spells cast will fail (the average agent has maybe 12 POW and 0 unnatural), which in-turn means that any scenario where casting a spell is required for success will either have to be rewritten, or run with the expectation that the players will run out of WP from unsuccessful attempts before they succeed, ending in a failure (and possible TPK).