While I love the new descent system, so far (I admittedly have not played all the encounters) scenarios are time/maneuver based, rather than traditional dungeon crawl type encounters. On the positive side, this adds a refreshingly new element to roleplay-ish type games, but it also leaves us wanting more…i.e. more traditional solvel the puzzle, overcome the traps, and pray that you can "just barely" overcome the monsters.
Once I have playtested all of these scenarios, and determine how a kill or be defeated scenario might be playbalanced with the provided monster groups, I will be creating dungeon crawl scenarios. One of my initial impressions, for such scenarios, is that these missions will cause the heroes to be knocked out/defeated for the duration of the encounter once they have been defeated/knocked out twice. It would, in my estimation, be too unbalancing to allow the characters to be knocked out for the duration of the encounter after only one defeat. To many powers and rules involve helping the players return to health.
If I succeed in comming up with such dungeon crawl type encounters, I will, believe it or not, be using the basic decent 2nd ed. rules as the basis for a roleplaying campaign. I happen to prefer simple, quick, unencumbered systems such as 1st edition D&D. Descent 2nd ed., with some tweaking, would make an excellent system, since it is much more tactically interesting than 1st edition D&D. The fact that the Overlord and The players are actually competing against each other adds additional tension and interest for some of us. Determining proper play balance will be a challenge, but not overwhelming, since the system already has an inherent playbalance to it. The biggest challenge will be encorporating the effects of roleplaying and NPC social interactions within the descent system. My initial thought is that i will borrow the "you win this encounter, you get a small advantage for some future encounter" mechanic that is already an excellent part of the descent system. If my players sucessfully roleplay a political intreague-based roleplaying encounter, for example, they might get an advantageous price at the market, or one of those militiaman tokens from the castle scenario, for example, might help the characters fight. Other options for successful roleplaying might involve allowing the characters redraws from the overland card deck.
While players who enjoy the newer Warcraft style roleplaying systems that offer an orgy of endless special abilities and powers, those who prefer simpler roleplaying systems may enjoy the possibilities that descent has to offer. Once I have had a while to play through everything and put some rules together, I will let you guys take a look.