First question: what is that determines the difficulty of a quest for you?
Note: I'm not considering the official difficulty ratings of quests, however there is a nice post on Tales from the Cards blog on this topic: https://talesfromthecards.wordpress.com/2013/09/16/lotr-rants-difficulty-rating/
I think it's worth taking a look at it if you haven't already, it's interesting and well-done, IMO.
a) Randomness. ( cards/effect that don't come up often but can make the game end abruptly when they appear - Sleeping Sentry ; effects that swing from 'no effect' to 'game over' - Power of Mordor, The Leaping Fish )
b) Player count. ( some quests are harder while playing solitaire, others become harder increasing the number of players )
c) Specialisation required. ( a specific aspect of the game is emphasised - healing, treachery/shadow cancellation etc. )
d) Encounter hate for a specific element of player decks ( Allies, Card Draw, etc. ); also see Specialisation.
e) Brute encounter strength. ( difficult setup, high threat locations, high atk/hp enemies etc. )
Bonus question: do you consider a deck to be stronger than another (against a quest) because it has a higher win rate or because it can achieve better performances when the 'stars are right'?
This interests me from a gameplay perspective but also from a design perspective.
For example: is it rewarding for you to play a quest that has its difficulty level ramped up by the need for a lot of healing?
Or that forces you to bring a lot of cancellation (and that might still not be enough) like Road to Rivendell?
Do you consider more difficult a quest that requires a specialised deck in order to be beaten, but that can be beaten consistently when you do so, or a quest you'll have trouble with no matter the type of deck you bring?
The main point, for me, is that the quest-pool is growing so large that no deck can claim it can have a reasonable chance of success against most quests without some significant changes. While this certainly isn't a bad thing in itself, it makes me wonder about what I believe to be 'fair game' when I play a quest.
I used to consider a high degree of specialisation (building a deck with a few specific cards form the encunter deck in mind) as an easy way to win and boring from a flavour-wise perspective ("Oh look! Lucky me I brought a mono sphere deck: Master's Malice!") since it makes cards in the encounter deck a non-issue in a way that for me has more to do with metagame skill rather than playing skill, and for me metagaming isn't that fun.
Now, many quests require you to actually keep a few encounter cards in mind if you want to have a serious chance to win, and even then winning is far from granted ( this is especially true for NM sets ).
So, it seems to me there are *at least* two ways of playing this game: puzzle-solving and straightforward playing, with all the possible nuances inbetween the two.
-Puzzle solving means you're taking into account every possible metagame consideration while you build the deck and play the quest.
- Straightforward playing means you're playing as if you didn't know anything about the encounter cards left in the deck; in a way you don't even consider the ecnounter deck as a deck of cards.
I think almost no one plays with full 'puzzle-solving' or 'straightforward' attitude.
However I think almost everyone is more inclined towards one or the other.
A few considerations:
- Straightforward play makes it almost impossible to beat some quests, and makes it very difficult to beat most.
- There is a signficant number of quests that favor puzzle solving, but some are still hard even with a puzzle-solving approach and close impossible without. (Compare old 'A Journey to Rhosgobel' to 'Fog on the Barrow Downs')
My approach:
I tried building decks to play the Deluxe + Cycle quests because I wanted to develop a narrative by not changing decks and avoiding metagaming as much as possible (I'm not all out against metagaming: a bit is rewarding, but too much spoils the fun for me).
Also, I tried not to make considerations such as "if i leave this lowly enemy engaged with me instead of destroying it, that treachery - of which there are still 2 copies in the deck - will just return 2 threat to staging instead of surging, so let's just leave it be for now".
Ideally, for me, a quest should be designed so that metagaming helps just a little and so that it can be beaten with a good degree of straightforward play, meaning that just taking a generic good deck gives you some chances of winning.
However, I've noticed, for example, I had to constantly change deck during the Ringmaker cycle to beat some very specific quests: Dunland Trap, Three Trials, Nin-in-Eilph (and Trouble in Tharbad, to a degree).
The problem is I love those quests, but I just couldn't beat them with regular decks, so I had to depart from the narrative I was trying to build and change decks.
The same looks to be true for the Lost Realm: the first three quests require very different abilities to be beaten.
So it seems to me that significant puzzle-solving attitude is needed.
This is true in my experience for both solo and 3-4 players (especially for 3-4 players, in which certain cards have to be taken into account because they become killers and also because the needed proportion of fighting/quest/miscellaneous abilities varies signficantly with the quest you're playing, so it's very hard to just bring 3-4 decks along and play a few gameplay-different quests with those).
It might be that two is the sweet spot, as the game looks to be more balanced for 2 players, but it still seems to me some of those 'issues' are still there.
In the end, I appreciate the puzzle-solving aspect of the game but I would really like to have the option of playing without often making metagame considerations in order to win: I'm a Boromir-Pippin type that cares for victory and deck effectiveness but that wants to full-immerse in the spirit of the quest too.
What are your experiences? What do you think of quest difficulty? Do you feel more like a puzzle-solving or a straightforward player, or of a third kind I didn't mention? What are your goals when building a deck?