We are playing Sea of Blood (Master of the Hunt with the Lighthouse plot), and partly through luck (our OL missed his 8 first raze rolls, and was not particularly successful afterwards), partly through good map management (we went to Garnott only from mid-silver, which allows to end the game rather quickly by doing one dungeon after another of the many – five, if your ship has Elven Sails and Dead Man’s Compass – that are directly accessible from there, plus the five in a row to the north starting with Azure Peaks), we have a chance of reaching the final battle.
Being at the very beginning of the gold age, our OL has razed 3 cities, is sieging a fourth and will soon be sieging a fifth. There will probably come a point at which, between us leaving a dungeon and entering the next, the OL will roll for the victory. No complaint about that if it happens just once or twice: it means the campaign was well balanced (even though, as written above, only through sheer luck).
My complaint is, however, on the effect it will have on the game inside dungeons: on both sides, heroes as well as OL, sloppy or, worse, purposely bad play will be rewarded. The heroes should not care anymore about not dying, as if they die enough, the OL will not be able to roll for a raze anymore. The OL should not try too hard to kill the heroes, as it will leave him time for one or even two more raze rolls.
We can agree that we will continue to play as well as possible – but isn’t “playing as well as possible” playing to win? In any case, the temptation will be great for the heroes and the OL to give advice to each other, and every bad play that is not done on purpose, while made fun of or met with a sigh of relief before, could be criticized by the other side. Playing while rooting for the other side is simply not much fun.
This is an annoying way of experiencing the endgame to such an epic campaign. As a matter of fact, a game progression system that rewards bad play in the endgame strikes me as not being a very good game design.
I tried to think of something that would solve this problem, and came up with the following solution for our future campaigns:
Game progress should depend on the heroes’ Conquest only.
If the copper/silver/gold age endings happened when the heroes reach 100/200/300 Conquest (or maybe 80/160/240 for an easier campaign), there would be no more incentive for sloppy play at any stage of the game; both sides would simply try to rack up as much Conquest as possible, while giving as little as possible to the opponent.
As a bonus, weird ideas like killing each other to reach the end of the game would not work any more.
As a 2nd bonus, the Divine Favor rule would not be a liability for the heroes any longer.
As a 3rd bonus, it would thematically make more sense than the official system: to reach the evil avatar in his final keep, the heroes would have to accomplish a certain number of tasks, like making the country safer by cleaning up dungeons, and once they have done enough of that, they would gain the right to confront the avatar in his keep. It is not very logical that the more they die, the sooner they gain this right, as it is the case under the official rules.
The more I think about it, the more obvious it seems to me that the game progression should depend on the heroes’ Conquest rather than the total Conquest to avoid the problem mentioned above, with the added bonuses . However, I might have overlooked something, and that’s on reason I post this. Would there be any problem to this way of making time progress that I haven’t thought of?
Another reason I post this is that, should there be no problem to it, it could be added as an errata to the upcoming FAQ, as it would make Descent campaigns more enjoyable and thus better games.