So, ever since I previewed the cover earlier in the week, I’ve been asked the same question about Dead of Night: what’s changing in the new edition?
The game, at its heart, is still the same game. The mechanics all work in pretty much the same way with a couple of differences – you don’t just lose survival points to combat checks now, but to any check designated “risky”, be that escaping from the werewolf into the woods or chanting a powerful magical ritual. There are also Bad Habits, which I touch upon in more detail here.
There are a dozen or so tweaks throughout the rules section, some to do with Tension, others to do with monsters and how they work, and so on. Little nuances and changes that most people won’t even notice, but that I’ve picked up after five years of running the game.
The larger changes are mostly cosmetic – the book is completely rewritten and re-laid out, with loads of brand-new art, all by Paul. There are some substantial new chapters, including a huge chapter discussing how to run the game in different horror genres, a chapter focused on monsters in far more detail than before and way more advice on running the game in general.
So, as you can see, Dead of Night second edition remains the same great game as Dead of Night first edition. Just, better.
Oh, and before I go, there is one change that’s actually quite a big one. It won’t make a jot of difference about how you play, but you’ll notice it right away. You’ll have to wait until Tuesday to read about that one though.