Last night I finished the 14th and final scenario. And lost. Again. This was the 7th or 8th scenario that I lost.
I suppose this final loss was expected. And perhaps deserved. Or perhaps not.
You see, I know I made some "learning mistakes" early on:
1) separating characters made them vulnerable to enemies, but keeping them together slowed progress to the point of threating out
2) exploring a tile carries the risk of opening up more tiles, so it's best to explore at the beginning of your turn
3) preparing too many successes reduces the overall success rate, but some of those cards reduce the need for successes (like Ready Defense)
Figuring out the sweet spots was part of the learning process. Unfortunately, by the time I learned those sweet spots, I was several missions (and losses) into the campaign, and it began to feel more and more that it was too late to turn things around. Maps seemed to get bigger, larger numbers of enemies slowed me down more, and each mission felt more like a struggle than a revelation. Whenever I lost, it felt inevitable (and no longer due to "mistakes" on my part), and whenever I won, it felt like I either got lucky, or somehow accidentally "cheated" without knowing it. Neither the wins nor the losses felt deserved. Only the battle maps seemed "fair", and won all of those easily (except for the first one, with its "surprise").
By the time I finished the campaign, I felt like the odds were always against me, not because the game designers were trying to challenge me to think differently, but because my heroes were underpowered, due to those early losses.
So I am wondering:
1) Is "failing forward" overrated... in the sense that failing missions leaves you underpowered, which increases the chance of failing... and so you end up hurtling toward the end stuck inside a great big ugly snowball of failure?
2) Do other fail-forward games (like Arkham Horror the Card Game) also result in a big ugly snowballs? Or do those games make it easier to recover from failure?
3) Do you wish Journeys in Middle Earth had some standalone/tutorial missions designed to teach players general strategies (like the trade-offs I mentions) *before* throwing them into a long (and, for some of us, failure-snowballing) campaign? Or would you prefer them to focus on creating more long campaigns?
4) If someone has lost a certain number of missions, do you recommend they restart the campaign? If so, what should be that "bail out" point?
5) Should Journeys in Middle Earth have a built-in "bail out" point (for example, if the player loses 3 of the first 5 missions, should the game force them to start over, thus saving them from the long 14-mission snowball)?
6) If someone is starting over, do you recommend they play with the same heroes (for me, Gimli and Elena) since they have learned their strengthts and weaknesses, or switch to different heroes (to give the game a fresh feel again)?
Any other tips for those of us who have experienced the big ugly snowball?
p.s. Aside from the snowball, I really enjoy this game!!!
Edited by tripecac