Integrating Co-Ops into Campaigns.

By Omnislash024, in Descent: Journeys in the Dark

So I was thinking on how it would be possible to integrate a Co-OP in a full blown Campaign. They both play differently, so I am wondering if it could even work. Here are some of my ideas on how to do it:

- The Co-OP quest would take place during the Campaign Phase right after the Interlude. Since The game is changing to ACTII anyway, this would be a nice way to switch over to it.

- The Shopping Phase during this Campaign phase would be skipped. (This is the one where you can buy anything out of the ACT1 deck ).

- No experience is gained from doing the Co-Op. Any Co-Op rooms that have XP as a reward won't give any.

- All search items, gold and Act equipment cards are kept if the heroes win. if they lose, they don't keep anything.

- It is considered ACTII during the campaign once the Co-Op changes over.

-The OL makes all decisions for Monsters when it comes to tiebrakers.

Possible other ideas:

The OL can use his OL deck and Plot Deck.

if the heroes lose, The OL gains Threat Tokens. He also gets threat tokens when any hero is Koed.

Any other ideas would be welcome.

I don't like this idea, at least not as proposed. The Act 1 shopping browse is key for most campaigns for the heroes to pick up essential Act 1 items- ESPECIALLY if playing with multiple expansions where the deck becomes too big to sufficiently get through via normal shopping (in the base game, the heroes could see the entire Act 1 deck BEFORE the interlude- now they can't see more than a third of it.)

It might make sense to draw/setup/play a single encounter card during a "no event" travel step. If it happens during act 1, use Act 1 monsters. If Act 2, use Act 2 monsters. You could ignore XP gain (but keep loot if applicable) and have heroes retain any damage they suffer. In this way, you won't be drastically altering any of the campaign mechanics, you'll just be roughening up the travel phase with a possibility for some loot gained. You could even retain the loot track through the course of a campaign, so that the monster killing from one travel phase affects the loot gained in the next one.

Edited by Zaltyre

I don't like this idea, at least not as proposed. The Act 1 shopping browse is key for most campaigns for the heroes to pick up essential Act 1 items- ESPECIALLY if playing with multiple expansions where the deck becomes too big to sufficiently get through via normal shopping (in the base game, the heroes could see the entire Act 1 deck BEFORE the interlude- now they can't see more than a third of it.)

Do I understand you correctly, that shop cards drawn during the shopping step are not to be put back on the stack? How else would heroes be able to go through such a large deck? In my group we usually just shuffle the deck before the next shopping step and cards not purchased go back to the deck.

Edited by Funkfried

I don't like the idea of heroes keeping the loot. I usually have like a ton of items in the end of Coop, and this will kill all the balance. And the Overlord reward is not that big at all.

The cards go back in the stack and it gets shuffled between steps. All I mean is the base game had 20 act 1 cards and I think 14 act 2 cards- you would see almost all of that in normal shopping. Now there are like 60 and 48.

Ok thanks for the clarification and sorry for hijacking the thread.

Edited by Funkfried

Hmm....alright, well you may be right about skipping the shopping phase. The only real reason why I proposed doing it was because there is a possiblity the heroes walk away with a pile of loot if they win. It would offset the shopping step because of this. And perhaps the OL getting threat tokens equal to the number of both Fate and Doom.

Right- but its a potential pile of loot they can't choose- they might get 2 leather armors, an iron shield and a waterwalking belt rather than rune plate and mana weave.

Edited by Zaltyre

Hi- I have another idea on how maybe this could work.

- The heroes have a choice to go on the Co-Op right before the special Shopping Stage of the Campaign. The heroes pick which one they wish to do.

-The Loot Track system is not in effect. The Fate/Doom effect still is however. The Heroes go in and come out with whatever equipment they have.

- No Experience can be earned from any Exploration cards.

-The Heroes Draw a Search Card for Each numbered Encounter they complete.

Rewards for Winning: 1 Exp for each hero or 100 Gold.

Penalties for Losing: OL gains 1 Exp or 3 Threat Tokens.

At anytime the heroes may quit the Co-OP. This is an automatic loss.

Edited by Omnislash024

The downside I see to this is that the heroes will be overpowered for most of the coop, but once it transitions to act 2, without any loot track they will quickly become underpowered. Also, consider what the OL is doing in this time- watching and wringing his hands? In a group setting it sounds awfully boring.

I don't mean to be a wet blanket- I just think competitive and cooperative descent are best kept separate, and that a campaign is already long enough without throwing a whole minigame in the middle.