Descent is probally my second favourite game in the world. It has the best feel, originality, simply and quick combat system, fun, attractiveness and with Road to Legend, the ability to rival large 60+ hour video games like oblivion, baldurs gate and Zelda in scope of play.
However, with everything that I love about Descent, there is one game I rank higher. Warhammer Quest. Now I know they are very different games, and not really always comparable. In fact I think that Descent is far superior to Warhammer Quest in many ways. For example..
Warhammer Quest's combat system is long and tedious with multiple rolls, many modifiers and arithmetic involved to just calculate if you hit the opponent. In fact basic fights in WQ sometimes take 30 min due to its clunky combat system.
Advanced Campaign. Warhammer Quest simply dwarfs in comparison to Descent due to Road to legend.
Originality. Descent doesnt just batter old fantasy archetypes, but invents new ones.
Support and Availiblity, means you can get Descent anywhere new for a new price, whereas you need an extra kidney to get a new WQ.
Nonetheless, Descent lacks something that would make it my perfect game. Solo rules and Co-op rules that do not need an overlord. Random generation rules for creating dungeons on the fly would be great. I often do not have anyone to play with due to my families busy schedule. I love descent the best, but without solo rules I often play WQ or Advanced heroquest, simply because I have no choice. Descent would be the top dungeon crawl game if Fantasy flight released a pdf, an official rules book, or an expansion giving a way for DM/overlord absent play, which allows for co-op and/or solo play and that gives a system of random generation. There are many ways to make Solo play and random generation work well. For example, dungeons, treasure, monsters and events can all be generated by rolling on tables, or drawing cards. Monsters do not need an overlord to function. The Warhammer Quest type rules are very easy and make sense. Anytime a MOnster with a melee weapon can move, it will always move towards the closest hero. Whenever a monster can attack a hero, they will. There are tons of ways, and I have no doubt that if you tried you could make a mind blowing set of Random/Solo/Coop rules.
Even more amazing would be a set of rules to completely automate Road to Legend so people who can only play solo, are able to do so. Now I know that is a tall, order, esspecially at first glance and that RTL is based heavily on the fact that there are two factions, controlled by people. However, if you stop to think about it, with the right modifications, and overhauls to the system, Road to legend could be an amazing Solo/Coop experience. Its really not that hard to imagine. The overworld map could could operate like any other random aspect. The OL lieutenants could follow a set of automated rules or could have tables used to determine actions, or a combo of both. Automating the dungeons of RTL and outdoor encounters is the easy part. And for the most part, everything about the heroes turn remains unchanged, simply fleshing out some rules to autromate the overlord on the map and in the game week is all that is needed. It doesnt have to be erfect, just playable and fun for those who crave it.
I personally would love to play RTL solo. I Love solo gaming, since it is only myself vs. fate. There is no one to explain tactics to, or compromise with, no egos, just the pure game and unbiased fate as your opponent. This is the one thing that Warhammer Quest has that Descent does not yet have. Don't get me wrong, I love playing with others, its the main reason I play unplugged games instead of video games. However, the experience of sitting in the living room on a winters night, by the fire, while the wife reads, and music plays, dungeon delving and challanging fate all by myself is amazing. Somehow its amazing to see that a board game can worl just as automated as the AI opponents in some video Don't knock it until you try it, solo gaming is as rewarding as multiplayer gaming and a game as large and impressive as Descent should not miss out on this crucial niche of gaming. Solo gaming esspecially works well specifically with Dungeon Crawling, since the overlord, this unsen imense force is very similar to fate.
Certainly solo play or overlord absent play is not superior to having more players, and its not supposed to better. Its supposed to offer interesting alternatives for people who can only play solo, or for groups that want to play all on the same team cooperatively. Solo gaming is very different from regular, however it offers a fun quality that you cannot get when playing with people, although under-rated, solo gaming can be exceptionally enjoyable. Obviously, regular descent is the way the game really shines, but I think so many people would enjoy these add-ons, and the game would have everything that people have been searching for in a Dungeon Crawl.
I suppose my final and most important point is this. If Fantasy Flight does release rules such as this, it can only bring good. These rules would be optional, and those who do not want to use them, can completely ignore them, however, those who are craving something like this will get an even better game. No one looses by making more optional variety, it only creates more buzz and brings more people to the gaming table.
So why not Kevin Wilson? Why not FFG? Use your incredible skills and finally fufill the niche of the Dungeon crawl game people have always asked for? You have alwaost already done so, you are 85% there, with a few pages of text, some extra tables or cards, Descent could become the most complete and rewarding Dungeon Crawl of all time.
I am currently working on a system of house rules for this, but frankly, Kevin Wilson and FFG are the ones to do this task well. However, if there is no chance of official rules like the ones I mentioned, I would love to colaborate with others who seriously would like to create them for house rules.
Cheers,
Christof