Mansions of Madness

Mansions of Madness

MeSako Aug 16, 2016 @ 6:45am
How random..
..is the randomization of the maps??

I have played Escape from Innsmouth twice, and both times it was exactly the same..
I have played the first scenario (cant remember name) 4 times, and only seen 2 different layouts, and these two where almost the same. All the objectives where in the same general area..
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Showing 1-7 of 7 comments
Manne Aug 16, 2016 @ 10:17am 
I dont have the first edition expansions you can add so it more a qualified guess. I think you get more monster and tile randomization with those included.
Corporat Aug 16, 2016 @ 10:43am 
All I know is that the first scenario has 4 map variants, and 2 more with all of the 1st edition stuff. I'd be interested to see how many the other scenarios have
MeSako Aug 16, 2016 @ 11:54am 
So it is not really random.. it's just picks a premade layout from a pool of layouts.
Corporat Aug 16, 2016 @ 11:47pm 
It is random. It randomly picks among 4-6 map variants. It's determined via a random number generator which of the maps to use. It also picks events, enemies, items, and objects to interact with via random means.

So maybe you mean to ask "how procedurally-generated is it?" To which I'll answer that most of the individual things included in these scenarios are bespoke, meaning that the stories you'll discover are very intentionally crafted. You won't find street corners or oceanside piers inside the mansion for the sake of "random." You won't find the butler at the warehouse because an algorithm put him there.

What you should ask: how many different ways could they build a mansion that is fun to play? Apparently the answer was 4-6, at least in the first scenario it was. I do think they could make a procedurally-generated mode with a choice of generic objective, but that's not what this game is all about.
Last edited by Corporat; Aug 16, 2016 @ 11:48pm
I have played the Innsmouth scenarios about 5 times, along with the expansions from MOM1. There are no variations to the tile layout, but the kind of monsters that attack you as well as the placement of key characters and items change.

I played the 1st scenario - Cycle of Eternity about 5 times and am happy to report that the layout of the Vanderbilt estate varies. In one particular scenario, I had to use the outdoor tiles from MOM1.

I played the Shattered Bonds scenario 3 times and there was also a nice change in tiles and monster deployments. Including the use of the massive Lobby tile from MOM1.

That said, I found that in all my playthroughs, (about 14 games in all) I have not yet seen any variety in the winning objectives for any of the scenarious. In this aspect, MOM1 tops MOM2.
Last edited by Phoney Prof Thumpig; Sep 10, 2016 @ 8:00pm
Wyrtt Sep 11, 2016 @ 6:56am 
Originally posted by NoBeefWithYa:
I have played the Innsmouth scenarios about 5 times, along with the expansions from MOM1. There are no variations to the tile layout, but the kind of monsters that attack you as well as the placement of key characters and items change.

I played the 1st scenario - Cycle of Eternity about 5 times and am happy to report that the layout of the Vanderbilt estate varies. In one particular scenario, I had to use the outdoor tiles from MOM1.

I played the Shattered Bonds scenario 3 times and there was also a nice change in tiles and monster deployments. Including the use of the massive Lobby tile from MOM1.

That said, I found that in all my playthroughs, (about 14 games in all) I have not yet seen any variety in the winning objectives for any of the scenarious. In this aspect, MOM1 tops MOM2.
look at BGG. there is an chart with all variations.
2n scenario has only 1 setup.
Professor Portal Nov 16, 2022 @ 3:03pm 
Originally posted by Corporat:
It is random. It randomly picks among 4-6 map variants. It's determined via a random number generator which of the maps to use. It also picks events, enemies, items, and objects to interact with via random means.

So maybe you mean to ask "how procedurally-generated is it?" To which I'll answer that most of the individual things included in these scenarios are bespoke, meaning that the stories you'll discover are very intentionally crafted. You won't find street corners or oceanside piers inside the mansion for the sake of "random." You won't find the butler at the warehouse because an algorithm put him there.

What you should ask: how many different ways could they build a mansion that is fun to play? Apparently the answer was 4-6, at least in the first scenario it was. I do think they could make a procedurally-generated mode with a choice of generic objective, but that's not what this game is all about.

I have the opposite issue. I use Mansions of Madness to introduce new players to "big box board games". I find the "Lobby" layout in the tutorial mission to be more intuitive than the "narrow hallways" variant. It would be nice if we could get a preview of which layout will be generated, or a way to force one layout over another. It's not a big deal to quit out and try again, but that means players must dump their assigned inventory with each retry.
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