Eric's thoughts are so very different from everyone elses on the channel. It's so much fun to hear about it each time (both campaign and decks). Keep it up :D
Our group finished our blind playthrough last week. There were a few cool scenarios, I especially enjoyed Witching Hour and Clutches of Chaos, but overall it felt kind of boring and randomly punishing the whole way through. We also played two side scenarios to boost our xp and stuff (both blind). Funnily enough we all found the two side scenarios to be the high points of the campaign. We played The Blob That Ate Everything and Machinations Through Time.
I can understand their viewpoint (and basically all of the commentors' so far) about the story being disjointed, but this is my favorite campaign. Playing it multiple times and knowing all sides to the story helps. I enjoy the theme (fate/inevitability) and how many of the encounter cards reinforce this point (cards set aside and eventually triggering a big effect when the third one is drawn). Even the Spectral Watcher exhausting but getting right back up reinforces that idea. This even culminates in the final decisions you can make if you win the campaign. I also like how RtTCU provides more opportunities to interact with the witches story wise
For our play the story went better when we lost siding with the witches which instead of making the witches the bbeg we had to keep fighting with them vs sanfor
Imo one of the greatest strengths of AH LCG and also the LOTR LCG is the storytelling through gameplay. In TCU it felt like the developers started leaning more towards storytelling through the campaign guide. While there may be more nuances to the story this way, I always liked the straight forward stories of Dunwich/Carcosa more.
It's remarkable how disjointed this campaign feels, considering that it was under the old release model. My first playthrough was as Rita, and she definitely did not want to join the STL.
I had the same feeling! I had no idea why things were happening in this campaign. Everything seemed so random, and after a few scenarios I just stopped caring. Also some of the mementos I just had no idea why our characters picked up. Did I miss some explanation about why we were collecting them? But I had a blast with scenario mechanics anyway:)
I really liked the Twilight Lodge scenario because of the tension between trying to get things done without pissing off the lodge. I like that the lodge members get in the way and you can just kill them but then that has consequences. And then we made a single choice and ended the world and the campaign was over. Not having any idea of the potentially consequences of your actions and having to just guess and hope makes sense thematically for Cthulu mythos, but it's a terrible campaign mechanic.
Interesting to gear about if fom a newbie again, because as Eric correctly pointed out, mechanically a lit of thd scenarios are rwally great. It's actually my second most favorite campaign to run, now that I know whats it all about.
I think this campaign would have benefited from less scenarios: If it was just the 1st scenario, Gilman, one scenario for the lodge, one scenario where the witches and lodge fight, and the finale and they just cut the ghost stuff I think it would have flowed a lot better
I agree with virtually everything on how poor the narrative is. Even when you read everything to understand it, it isn’t that great still. For blind play throughs, narrative matters a lot more, whereas subsequent plays it matters much less. I have warmed up to this over time with repeated playthroughs. The scenarios are pretty good and the low points aren’t very low compared to some other campaigns.
TCU is such a huge miss in storytelling, but why I like it so much is that I can dismiss the story fully and just go right to gameplay. I can be fine with any choice in that campaign because they ultimately don’t matter. (Which I think in the grand scheme is all not great for the campaign since many of this game’s strong points lie in cohesive storytelling & gameplay like Eric said).
I didn't dislike this one as much as Eric but it's definitely pretty low on the list and the disconnect scenarios to scenarios feels like a big contributor, it's like you're on a guided tour of spooky witch shit with a detour to spooky cult base (which I do enjoy, that scenario is quite fun).
Isnt not reading the story on the blind playthough then complaining about the story not being explained self inflicted? Will be interesting what thoughts they have on future campaigns as story focused as they are.
I haven't played the campaign, but I thought they meant that a huge chunk of the lore was locked behind making specific decisions like siding with the Lodge 100%
Eric's thoughts are so very different from everyone elses on the channel. It's so much fun to hear about it each time (both campaign and decks). Keep it up :D
The Spectral Watcher is a fragment of Keziah, just as Nahab is.
I just finished the prelude, and Scenario 1, and 2 last night. The prelude was SOOOOO much fun knowing you are just gonna die.
Then you’ll reach like 3 almost impossibles scenarios to reach any decent resolution… where the best option is Resign Turn 1 for the 3 scenarios
Our group finished our blind playthrough last week. There were a few cool scenarios, I especially enjoyed Witching Hour and Clutches of Chaos, but overall it felt kind of boring and randomly punishing the whole way through.
We also played two side scenarios to boost our xp and stuff (both blind). Funnily enough we all found the two side scenarios to be the high points of the campaign. We played The Blob That Ate Everything and Machinations Through Time.
I can understand their viewpoint (and basically all of the commentors' so far) about the story being disjointed, but this is my favorite campaign. Playing it multiple times and knowing all sides to the story helps. I enjoy the theme (fate/inevitability) and how many of the encounter cards reinforce this point (cards set aside and eventually triggering a big effect when the third one is drawn). Even the Spectral Watcher exhausting but getting right back up reinforces that idea. This even culminates in the final decisions you can make if you win the campaign. I also like how RtTCU provides more opportunities to interact with the witches story wise
For our play the story went better when we lost siding with the witches which instead of making the witches the bbeg we had to keep fighting with them vs sanfor
I share the exact same thoughts about this campaign, is the only campaign that i get rid off and i have no regrets
Imo one of the greatest strengths of AH LCG and also the LOTR LCG is the storytelling through gameplay. In TCU it felt like the developers started leaning more towards storytelling through the campaign guide. While there may be more nuances to the story this way, I always liked the straight forward stories of Dunwich/Carcosa more.
It's remarkable how disjointed this campaign feels, considering that it was under the old release model.
My first playthrough was as Rita, and she definitely did not want to join the STL.
I had the same feeling! I had no idea why things were happening in this campaign. Everything seemed so random, and after a few scenarios I just stopped caring. Also some of the mementos I just had no idea why our characters picked up. Did I miss some explanation about why we were collecting them? But I had a blast with scenario mechanics anyway:)
I think eric is going to enjoy dream eaters
I really liked the Twilight Lodge scenario because of the tension between trying to get things done without pissing off the lodge. I like that the lodge members get in the way and you can just kill them but then that has consequences. And then we made a single choice and ended the world and the campaign was over.
Not having any idea of the potentially consequences of your actions and having to just guess and hope makes sense thematically for Cthulu mythos, but it's a terrible campaign mechanic.
Interesting to gear about if fom a newbie again, because as Eric correctly pointed out, mechanically a lit of thd scenarios are rwally great. It's actually my second most favorite campaign to run, now that I know whats it all about.
I think this campaign would have benefited from less scenarios: If it was just the 1st scenario, Gilman, one scenario for the lodge, one scenario where the witches and lodge fight, and the finale and they just cut the ghost stuff I think it would have flowed a lot better
I agree with virtually everything on how poor the narrative is. Even when you read everything to understand it, it isn’t that great still.
For blind play throughs, narrative matters a lot more, whereas subsequent plays it matters much less. I have warmed up to this over time with repeated playthroughs. The scenarios are pretty good and the low points aren’t very low compared to some other campaigns.
Angry Eric > Cheery Eric... X
I’m so curious if Eric will enjoy Inmsmouth. It feels quite similar to Circle Undone. Btw are Eric’s pronouns they/them?
I agree with Eric about everything. TCU was my least favorite so far. Total story flop
TCU is such a huge miss in storytelling, but why I like it so much is that I can dismiss the story fully and just go right to gameplay. I can be fine with any choice in that campaign because they ultimately don’t matter. (Which I think in the grand scheme is all not great for the campaign since many of this game’s strong points lie in cohesive storytelling & gameplay like Eric said).
I didn't dislike this one as much as Eric but it's definitely pretty low on the list and the disconnect scenarios to scenarios feels like a big contributor, it's like you're on a guided tour of spooky witch shit with a detour to spooky cult base (which I do enjoy, that scenario is quite fun).
Isnt not reading the story on the blind playthough then complaining about the story not being explained self inflicted?
Will be interesting what thoughts they have on future campaigns as story focused as they are.
I haven't played the campaign, but I thought they meant that a huge chunk of the lore was locked behind making specific decisions like siding with the Lodge 100%
@@Sorrynametaken oh if thats what they meant my bad!!! I took it as we just jump into most senarios haha
I feel that the writing was poor in this campaign.
I agree with Eric - the Circle Undone is so boring, and I have no desire to play it again.
The Circle Undone is my least favorite campaign.
My least favorite camapign. But still good.