Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

love the ideas! in playtesting for the updated versions, we have separate channels for ghosts and investigators for the preparation--so they can each plan and come together on details about their connection to each other and the houses. 

i'm not totally sure how the interaction would shake out if there were floor-only voice channels. my thoughts are that with a larger group (more than 15, for example) everyone would have to be very mindful of how much time their taking up, or (the annoying answer) split up into two separate playgroups with two different games, so both get to stretch out.  this game feeds on FOMO, but i think having inaccessible information (something an investigator says in another voice channel that the ghosts aren't tuned to) will damage play and especially the ghost's experience. the ghosts are listening for how their haunts are proc-ing the frights of the investigators. 

Also, how do you keep track of where each investigator is, except by memory? Heck I can see the investigators forgetting which room they were in with all the chaos.

it's definitely chaos! investigators narrate where they are at all times, what they're seeing, relaying that information to the group. 

instead of 6 jamokes screaming everything into a single channel on a walkie talkie

honestly--i love the jamokes. the game starts broad and chaotic and then dials into more contemplative play--or stays wacky! the more players, the higher the jamoke factor.