Campaign Books - New Stories - Skirmish Kit/OP/Maps

By Frodo Baggins2, in Descent: Journeys in the Dark

While road of Legend is great and gave the game a new boost i wish for something more like a story unfolds in a book like Heirs of Blood. You can even add a new villain figure (lieutenant) to be introduce in every book. Add more depth to the story and give us a reason to remove the dust from OL cards.

2nd Idea is a Skirmish Kit for more pvp action and get this game into organised play. We have more than 70 heroes from expansions and Hero collections. You can even add lieutenants to the skirmish with their own sheets and abilities (even monsters). A gladiator Arena or an objective map etc (lots of ideas). Lots of heroes sitting in the boxes cause are worthless picking. Give them new abilities or passives that combines with other heroes to create pvp strategies/combos and add a new depth to the game.

I think everyone wants this game to be in Organised Play. Everyone owns it, everybody plays it.

Hoping FFG will gift us more Descent creativity soon. Whatever we get from FFG - I don't know if they'll be good or not yet but also I'm working on some campaign/quest projects with a connected storyline so you'd be able to play as little or as deeply as you wanted, hopefully eventually sharing them via the Quest Vault. Expecting it to take quite some time as there are all those distracting life things like work ;o) so I'll keep you up to date, if there's any long gaps it's due to the work involved and that 'real' work.

Have some neat ideas for linking the lieutenant storylines together and an interesting possible opening where the heroes are celebrating defeating the overlord and all its minions and beasties but pushed to desperation by defeat Lord Merick Farrow does something really really stupid which gives an alternative explanation for those hands and changes things in a way that will leave the heroes "sort-of-but-not-exactly" back where they started with some tough challenges and choices and an exciting adventure ahead of them... I'm having so much fun creating and developing these ideas I think I'd be happy even if they never got played *smiles* although that is of course the aim so I plan on play testing them once I've progressed them enough to start trying things out.

Skarn plays an interesting role too along with the ravens and the manor *no more spoilers!*

FFG has the world ready. Take elements from Runebound. They should give us more stories.
What i would like to see from FFG is Legacy Kit. They can even make it Legacy series.
They will give map, envelops closed, stickers. Most importan STORY (put your developers to WRITE and use their IMAGINATION). The kits should combine with the components from the base game and the expansions.
We have monsters and tiles. Give us stories and maps.
This Legacy kits could be like T.I.M.E. stories. and fill the gap to become competitive against games like Gloomhaven.
Descent is by far the best dungeon delving atm. But It can be the best everywhere! I love RTL app , i would love to see more from FFG.

Edited by jopan

It might be a bit off topic, but I have an honest question. Why would you want to add legacy elements to a game, that is as flexible and open as Descent?

Currently there are already mechanics in place, that change the conditions of follow-up quests during a campaign. Gratned, these mechanics could be expanded on (perhaps akin to the "Seeds of Corruption" campaign for RtL), but why would you want to limit and change later playthroughs by destroying, permanently altering or hiding content behind arbitrary unlocking mechanisms? Imho adding legacy components to Descent would deviate a lot from its original design for questionable benefit at best.

RtL already provides almost endless opportunities to have a unique campaign experience without permanently altering the outset of new campaigns. They might not have been used to their full potential yet though, but SoC was a step in this direction.

So why would Descent need to become competetive against Gloomhaven? They are pretty different games just set in the same genre. Judging which one is better is more up to personal preference than to comparability.

Descent is not Gloomhaven, and why should it even try to be?

I would love new campaign books that combine products from multiple expansions. For example, you could have a campaign that uses some combination of portcullis (Shadow of Nerekhall), crumbling terrain (Mists of Bilehall and The Chains that Rust), or overgrowth (Labyrinth of Ruin). That would be an awesome way to increase the replay-ability of the expansion components, and they could do some world building as well.

Descent started as a game where players, play against an OL.
Time passed and game gave the full coop kits, where u can play against the game without OL.
Then RTL app where again u play against the game without some1 to be an OL.
This game changes during time, but keeps and the old good char it had.
I love Descent.
All i said, is that as this game changed with kits to full coop, it can provide kits to give the experience of Legacy to players.
I dont want it to become Gloomhaven, i dont want to compare it, i just said a thought of a kit that could provide Legacy system, using the components of the game we have.

I loved the book Heirs of Blood Campaign.
I would love to see more Campaign books like this1.
I like the idea in this thread

Edited by jopan

Plenty to reply to! Great comments - liking it all...

With new Runebound content announced and the fact FFG seem to be on a news frenzy of late (and reprinting quite a few sold out titles in their range generally) I do get a feeling we'll get the Descent reprints and hopefully Runewars- Banners of War reprint soon, plus I think they are going to be using the Runewars Miniatures launch excitement to also bring out some more content for the other 'Runebound universe' games (perhaps with a few surprises for us). There does also seem to be an interesting and hopefully potentially very engaging possibility of FFG building on the shared world and characters of the games, they really should integrate them further. There are some neat artwork crossovers already too.

Legacy content can work quite well in games, there may be other ways to design in legacy variables but where the alternative pathways can still be played through rather than permanently changing/ destroying parts of the game. Someone designing quests for their groups could easily make legacy content for a specific campaign line, there are quite a few ways that could be done although of course the player creating the campaign/quest would know the reveals. I agree it wouldn't be great to make Descent a mainly legacy game but player choices and variable consequences can be fun. As DerDelphi mentions the game has already introduced examples of non-permanent pathway choices, I think anything in the game and its expansions should remain of the non-destructive type, owner created campaigns and quests could do either. Remember as a player of Descent you can make your own campaigns any way you want, you'd need the guts to try out your ideas on your friends but it's worth it- you could end up with something awesome.

However having said that there's no reason why there couldn't be a legacy add-on of some sort for people who do like them, the surprises can be awesome (especially if they are a biggie like a hero or friend/enemy or a major new location...) if you avoid any spoilers before playing and the destructive/permanent changes could just be in the add on so the original game remains playable as-is. Of course the best type of any legacy game design would be one that can be reversed, i.e. it changes for that playthrough but can be 'reset' as it were so it can be played again, I'm sure designers will work out ways to do this with legacy games eventually. Actually an app like Road To Legend is ideal for this as something in code can make all the changes you want, save them any number of ways you want (at any point in the time of the story) and go right back to the start, there's no sticker-altered map or destroyed cards or reveal everyone now knows about that wouldn't be a surprise next time (it could be the same or different or absent in a re-play!) etc. So if FFG built in a legacy option to RtL then wow they could actually create something really special, I've not explored RtL yet but I'm guessing it has a bit of this already.

In trying to work out the 'how to's of my campaign ideas for Descent even prior to finding out about Gloomhaven and its 'transient adventurers' logic I'd been thinking of similar as my campaign and its story arc felt like it would suit different characters at different times, still not quite sure how to do this for a Descent campaign but I'm thinking about it. I do like the idea of a Descent that doesn't have an end point as such, it keeps open the possibility of more in the future, I know it sort-of has this but it does tend to have a closed door campaign end. I love vanilla Descent as it is but I also want to do some exciting things with it for the campaign series I'm working on and join up some of the dots of places and characters, throw in some surprises and give the adventuring party some challenges and toughies.

Liking Edgeseeker's idea too. If they perfected the quest vault and maybe made Road To Legend creator-friendly so you could design quests in that too (not replacing the vault as RtL would be slightly more complex to design in) that could also encourage more players to make and share their own campaigns.

I've always thought FFG missed an opportunity with the value of map tiles for designers wanting to make their own quests- they could offer more environments and so on, a map-tile and quest only expansion may even work commercially although I still enjoy the prospect of conventional expansions. Layered tiles (as in matched sets) would be great too, what I mean is they are matched so you have the roof of a building/ top of a mountain/ whatever then the inside layer(s) and if applicable the underground layer(s) out on the table and can move between them. Thus you could have a dragon flying over rooftops and streets while your heroes are inside a building or something nasty lurking under you in the sewers. That kind of thing. Likewise they really should explore the opportunity of figures being usable in different games such as my getting some Battlelore packs to use in Descent.

Would be great to see FFG tap in to the creative side of Descent more and ramp up the tools for telling our own stories with the games as well as giving us more adventures and storylines in the world it is set in.