Descent wishlist

By Himmelweiss, in Descent: Journeys in the Dark

Some stuff i would like to see in new expansions or mini expansions (mainly for campaigns):

- secret passageway, would be nice if heroes would be able to search for secrets, basically make use of prolonged actions or by simply spending some movement points like usual and don't make it too obvious by using question markers where to search.
- more location, dungeons, plots etc. cards for RtL and now SoB to have more replay quality
- more use of counters/tiles of expansions for RtL and SoB if releasing more locations/dungeons (boulders, crushing walls, darts, you get the idea).
- if possible, more riddles in quests
- maybe castle tile maps, house, hut, tavern, city
- make more use of npc's the heroes can visit/find in dungeons, outside encounters, island encounters and so on to simply interact with the npc wether it be for a small shop, or a new rumor, quest item, a new quest in general or just to have a silly conversation with a possibility to get new hints for something like a riddle or an ongoing quest.
- more objects to interact with, be it more furnitures, levelers etc.
- maybe some kind of weather system for the campaing traveling

Basically more of everything, make use of everything, and much much more i can't think of at the moment.
Most of the stuff above i could do on my own, but i like to have original FFG material.

Himmelweiss said:

- secret passageway, would be nice if heroes would be able to search for secrets, basically make use of prolonged actions or by simply spending some movement points like usual and don't make it too obvious by using question markers where to search.
...
- if possible, more riddles in quests
...
- make more use of npc's the heroes can visit/find in dungeons, outside encounters, island encounters and so on to simply interact with the npc wether it be for a small shop, or a new rumor, quest item, a new quest in general or just to have a silly conversation with a possibility to get new hints for something like a riddle or an ongoing quest.

You sound like you want an RPG, not Descent. Descent is a tactical board game, in which the heroes are under constant time pressure, and levels are supposed to remain interesting to play even if you've played them before.

The Descent version of secret passages already exist; there's an AoD quest where heroes can do prolonged actions on encounter markers to discover a secret area (with a randomized location), and a WoD quest with a special passage only navigable by heroes with high speed. Secret passages where the heroes need to take a long time systematically searching a large area are wildly inappropriate to Descent's game structure, as conducting such a search unnecessarily would be tantamount to suicide, and it doesn't work on repeat plays.

The Descent version of riddles already exist; JitD quest #3, "problems of life and death," has the heroes answer "riddles"...by rolling trait dice. Having the players answer a riddle that's written down in the quest book is wildly inappropriate to Descent, because solving riddles is nothing like playing Descent and there's no reason to believe that people who like one will like the other, and it doesn't work on repeat plays.

Descent already writes NPCs into the flavor text, and includes named villains you have to fight that even have short monologues. NPCs having a conversation with the players is well outside of board gaming territory and into cooperative storytelling.

Descent already does these things to the extent that they are appropriate and workable in a game like Descent. If you want to play an RPG, you don't need Descent to turn into one, you can just go play an RPG. You can even graft Descent's combat rules onto another RPG if you want.

My wishlist is pretty short.

Another vanilla expansion. (new monster minis/cards, hero minis/cards, overlord cards, treasure/skill cards, and new dungeon tiles, maybe some new dungeon/rumor cards that can be used in RtL/SoB)

I don't think we need any more campaign expansions.

Antistone said:

Himmelweiss said:

- secret passageway, would be nice if heroes would be able to search for secrets, basically make use of prolonged actions or by simply spending some movement points like usual and don't make it too obvious by using question markers where to search.
...
- if possible, more riddles in quests
...
- make more use of npc's the heroes can visit/find in dungeons, outside encounters, island encounters and so on to simply interact with the npc wether it be for a small shop, or a new rumor, quest item, a new quest in general or just to have a silly conversation with a possibility to get new hints for something like a riddle or an ongoing quest.

You sound like you want an RPG, not Descent. Descent is a tactical board game, in which the heroes are under constant time pressure, and levels are supposed to remain interesting to play even if you've played them before.

The Descent version of secret passages already exist; there's an AoD quest where heroes can do prolonged actions on encounter markers to discover a secret area (with a randomized location), and a WoD quest with a special passage only navigable by heroes with high speed. Secret passages where the heroes need to take a long time systematically searching a large area are wildly inappropriate to Descent's game structure, as conducting such a search unnecessarily would be tantamount to suicide, and it doesn't work on repeat plays.

The Descent version of riddles already exist; JitD quest #3, "problems of life and death," has the heroes answer "riddles"...by rolling trait dice. Having the players answer a riddle that's written down in the quest book is wildly inappropriate to Descent, because solving riddles is nothing like playing Descent and there's no reason to believe that people who like one will like the other, and it doesn't work on repeat plays.

Descent already writes NPCs into the flavor text, and includes named villains you have to fight that even have short monologues. NPCs having a conversation with the players is well outside of board gaming territory and into cooperative storytelling.

Descent already does these things to the extent that they are appropriate and workable in a game like Descent. If you want to play an RPG, you don't need Descent to turn into one, you can just go play an RPG. You can even graft Descent's combat rules onto another RPG if you want.


I do not want to turn descent into an RPG, you are probably missunderstanding my suggested points. If i want to play an RPG i'm gonna play Shadowrun, Warhammer, DSA (it's like D&D) and so on. If you played Warhammer Quest, HeroQuest, or just any other dungeoncrawl you may actually understand my points. If you already played them, then i do not understand why you think that i would want to turn Descent into an RPG, this wouldn't make sense at all.
Also, even if you would add everything of my wishlist to Descent, i can tell you that you would be still far far far away of an serious RPG.

You are actually right about the secret passages, some do already exist indeed. But i disagree with the statement that they won't work in Descent in general.

With riddles however, i actually meant something else and not just rolling a die for the possible right answer like in quest#3. I also do not mean riddles in general, i actually meant to say "more puzzles", just to be more specific. There are already some included in various quests, even in the RtL campaign. Of course once you have seen the quests/riddles/puzzles, you most likely will remember them the next time you visit the same quest/dungeon. But you can't prevent this. Unless you involve a small random system, other than a die roll. Sooner or later if you play such an campaign various times you will know just everything in and out. You can't prevent this other than adding more different levels/quests/stuff.

Having an conversation with NPCs would be actually quite hard, i agree. It was just an extra idea. I wouldn't expect such an complexity in Descent anyways. But i actually meant something else anyway. We already have some quests with villians/npc's you have to escort for example. But why not hide an npc counter here and there for different things other than just escorting ? This shouldn't be too hard to add and it doesn't have to be an conversation with storytelling or an ongoing quest.

I want to agree with Frog, indeed the 2 campaigns should be enough for now. But it would be nice to have mini expansions for thoose and in the meantime release vanilla expansions as well.

Hey,

How's everyone. I would like to see more expansions. Why? I honestly feel that a game like this lives on through them. Of course, new heroes, new monsters, and new of everything else would be great but how would they fit in? Where would they be put in Descent? How would I use them in my game? If FFG brings something new that could be played with in any Descent expansion, then of course that would be fine, but personally at the end of the day, a new adventure to go along with new heroes and new monsters, etc, always sounds good. If you are the type that would rather create your own quest, scenarios, and adventures until the end of time, then of course I think not needing any new expansions would be a problem.

What I really would like is :

Quest Compendum #2, with straightforward, well written quests, that can be played with mostly the Descent core rules (half the quests), and rest of the quests utilizing the rest of the expansions. With well written quests I mean that the quests are edited and correct in the printed book, the quests are balanced, don't introduce too many complex new rules, but offer interesting stories and tactical challenges for both players and overlord.

I don't need an other Descent expansion. The game is already complex and wide enough. I want more quests that are balanced, and I'd like to see more quests that are compact and can be played in 3-4 hours with four persons, of which 3 are kids.

Hopefully they are already working on the next decent Descent expansion. What I really want is just some kind of questbook with

A. a couple of large quests for the vanilla game and

B. a whole bunch of small quests for the RtL and SoB advanced campaigns.

It'd be so awesome to have more quests that actually use these cool new monsters like the wyrms, shades& deep elves and so on. Our current RtL campaign is fun and everything, but it's always the same couple of monsters: spiders, skeletons and beast man.

A couple of redesigned treachery cards would also be nice. I would love to spawn a couple of other monsters from time to time, like the golem or a lone assassin. Their treachery costs are outrageous, though. For three treachery I'd expect something like a dragon/demon, not a wall of stone, and the two treachery for a master deep elf are ridiculous compared e.g. to the lone troll card, which costs just one treachery.

So basically what I want are more ways to incorporate the lesser used monsters into the game.

First of all, although I agree Descent is already very complex and extensive, I think anyone who does not want to get more expansions could just not buy them. Second of all, I think it is weird that there are two Advanced Campaign expansions that cannot even be used in combination with one another.

I would also love to see an expansion like WoD, AoD and ToI, simply adding some components for RtL and SoB, new monsters, new OL cards, new heroes, new treasures, new shop items, new relics, maybe a few new dark relics and also a few extra potion markers, encounter markers, glyph markers, etc. for custom-made quests. I would specifically like an OL card that spawns a Dragon, a Demon or an Ice Wyrm, even if it would have "all red" as its treachery cost for example, and some quests with at least one outdoor area (and all tiles needed for those).

Another thing I would love would be the possibility to buy a set of a couple of extra monsters (maybe just two regulars and one master of every type (including the big ones)), not just to give the OL more power, but also, again, to add versatility to custom quests.