Hi all,
Like many I expect I'm on the hunt for the perfect dungeon explorer game, and when Descent came along I thought that this could be the one. So I snapped up the base game, then added a couple of expansions and Road to Legend and all was well. However, after some initial excitement in my player group their enthusiasm all but died.
The game just took too bloomin' long!
Similar to another recent thread on here discussing game balance, my group (again RPGers) tended to play cautiously and deal with monsters spawning behind them. Eventually as Overlord I found myself deliberately withholding cards because I wanted them to get to the end of the quest. I knew that playing a single spawn card from my hand would simply extend the game by a quarter of an hour or more. And when you're four hours in and worrying about last train times it's the last thing I'd want to do!
So this has gotten me thinking every now and then what I could do to re-stimulate the interest, other than simply state "come on guys, you don't like the game because you're playing it wrong" (which would seem like a design flaw to me).
After mulling it over a little it occurs to me that the things which slow the game right down are the aforementioned monster spawns, and the endless character respawns too. To my mind they can turn the game from a steady paced advance toward a goal, into a grinding war of attrition.
So I'm wondering how I might play a house variant wherein spawns are mostly removed.
My first thought is along the lines of taking out Overlord cards and removing player resurrection and town portals. As I see it this would present some immediate challenges:
- Less for the Overlord to do . He'd do little more than move the monsters and roll the dice. But tbh, the game should be so much faster that he gets to do the more quest-specific room content more.
- Player death . If someone dies early, no resurrection means they have a boring evening as a spectator.
- Balance . Obviously a biggie as the game has been balanced around the threat mechanic, etc.
However, I don't think these are insurmountable. Point 1 above wouldn't bother me. But perhaps I could allow the Overlord to have a setup hand, drawn randomly which does not get replenished throughout the game. Maybe he could draw a certain number of cards, and discard down to a threat limit determined by the party level or something. Then during the game he could play say a max of one per turn (to prevent card-hoarding and spamming all abilities at once).
As for player death one could perhaps just hand out a single "resurrection scroll" at game start. Or perhaps the players could be allowed to forfeit a treasure chest draw for such a scroll. That could work quite nicely, particularly toward game end where they trade-off fighting the big boss with three tooled up warriors or four less well equipped adventurers when they reach that gold chest.
Balance is something which would need to be experimented with. But this could be managed with the treasure/potion levels, threat cards at game start as mentioned before, treasure handout rate, upgraded monster stats, etc.
I'd be really interested to hear what people think. I'm bound to have missed out loads of stuff as this is something I've only given cursory thought to.
Essentially I'd love to hear any ideas I might try to utilise the great mechanics and components in Descent, but in a pacey game which would play out in 1-2 hours.