The current version includes rules for generating random maps. So you can try the rules, no custom map needed.
Variant "delving" play-mode more like 1E.
Madmartigan,
You are one awesome individual, investing your free time (for nothing) to make other people have a good time with the stuff you have created. =)
Thanks a ton!
Yes i read that =) but i want also have some map example so I can make a campaign with a cool backround since we are trying to play descent whith some "role play" element and as a master i want to have more control on dungeons =)
I also want a more dungeon crawler experience as a separate standalone expansion for not messing with basic Descent feel.I havent checked Legendary Play Variant Rules yet but heres a few ideas that may or not have been mentioned:
1.Reveal areas as part of exploration, monsters can be placed mixed in a room and not as a group.
2.Dungeon exploration with puzzles (glyphs,secret passages,alternative routes,traps,etc) and not just
stressfull rush down.I want the heroes to actually think hard what they're going to do with the crystal they
found in a cave or a puzzle and not just how they'll kill a monster.Reward the loot hoarders with extra gold
and minor items but at the penalty of experience,timed traps and new special mission rewards.
New search,hide,solve,place,lay trap/spell special actions.
3.Every dungeon choice (looting or helping a friend trapped behind a 3 round timed spiked pit) must have an
effect at future events and reflect current main/secondary objective change.
4.Add a furniture expansion that actually interacts with heroes:A scout could sneak behind (or in!) a barrel to
deliver a + attack action to an unwary goblin,a necromancer entering a circle of power/irom maiden to cast a
powerful spell,a healer using an alchemist table book for an aoe spell,a warrior launching a hot cauldron(!) in
a pack of barghests for diversion and so many more possibilities.It will really give the game a new fresh dimension by adding to the already gorgeous tiles.
I have played a lot of other similar old and new D.C. games but neither (except HQ) compares to the untapped
potential that Descent has.
I also want a more dungeon crawler experience as a separate standalone expansion for not messing with basic Descent feel.I havent checked Legendary Play Variant Rules yet but heres a few ideas that may or not have been mentioned:
1.Reveal areas as part of exploration, monsters can be placed mixed in a room and not as a group.
2.Dungeon exploration with puzzles (glyphs,secret passages,alternative routes,traps,etc) and not just
stressfull rush down.I want the heroes to actually think hard what they're going to do with the crystal they
found in a cave or a puzzle and not just how they'll kill a monster.Reward the loot hoarders with extra gold
and minor items but at the penalty of experience,timed traps and new special mission rewards.
New search,hide,solve,place,lay trap/spell special actions.
3.Every dungeon choice (looting or helping a friend trapped behind a 3 round timed spiked pit) must have an
effect at future events and reflect current main/secondary objective change.
4.Add a furniture expansion that actually interacts with heroes:A scout could sneak behind (or in!) a barrel to
deliver a + attack action to an unwary goblin,a necromancer entering a circle of power/irom maiden to cast a
powerful spell,a healer using an alchemist table book for an aoe spell,a warrior launching a hot cauldron(!) in
a pack of barghests for diversion and so many more possibilities.It will really give the game a new fresh dimension by adding to the already gorgeous tiles.
I have played a lot of other similar old and new D.C. games but neither (except HQ) compares to the untapped
potential that Descent has.
The first clause of 1. is implemented in my variant rules.
As for the rest, the best way to implement them, would be to use my variant as a base and create some custom quests in the quest vault which employ them as quest rules.
Edited by MadmartiganYou sir, are a nice creative guy. We all thank you for your ideas!
Version 3.1 is live. Further updates and refinements in all sections, but particularly to cooperative play. This is a near final version. After a few more play tests, a final version will be forthcoming.