by RobDaviau
relogos wrote:
How much are the haunts connected to each other story wise?
Yes and no. Since you can play most haunts in free play, they needed to somewhat stand on their own. But each one also needed to feel like it's time in history and tell a larger story.
The Bleak Journal is a chapter book with hundreds of entries that ties everything together. When you are playing the campaign, you will first go to an entry in the Bleak Journal, then the haunt, then back to the Bleak Journal. This will allow the larger narrative to come through. During free play, you just go to the haunt and, without the entries, the haunt should work on it's on.
So it was tricky.
relogos wrote:
If someone will miss a few haunts in the middle will he miss out on some important story aspects / events / legacy unlocks?
Probably will miss story. Less so at the start and more so at the end.
As for mechanical events, rules, unlocks...depends again on the chapters as to how big they are.
relogos wrote:
Is there an overarching story through the 13(14) haunts/scenarios?
Oh yes.
relogos wrote:
How about switching families between haunts? Is it discouraged or will have some kind of mechanical impact on the game?
Feel free to switch. People usually want to play the same families but there's nothing that would break it if you switched it up.
relogos wrote:
Does results of one haunt influence the future scenarios eg. "If haunt 3 ended in traitor victory do this if not do something else" ?
Sort of. There are dozens of little things that change depending on player actions or who wins but I'd rather leave that as a surprise.