I ordered Descent and I've been doing a lot of reading while I wait for the game to arrive. I'm excited to start playing with my girlfriend. I am an original owner of Hero Quest and its expansions, and consider it my all time favorite board game. However I've read a lot about Descent, and it seems like a lot of fun, with a whole lair of underlining strategy involved to win each quest.
My question is basically what is the point of winning quests if you win the finale? Since you gain experience even for losing a quest, it would seem that you could still win the finale. So here you are, the OL pitted against the heroes and vice versa, and it seems there's very little incentive to "win" a quest. A sub question to this would be do heroes keep their gold they gained in a quest even if they lose it?
In my mind I had a few ideas of changing the rules (granted I have not played the game yet, so it may be to early to judge) so that it would make questing and winning more meaningful.
For instance, let's say losers of a quest do not gain experience, but they keep any gold obtained. On top of this, what if, the campaign finale was just 1 round, which didn't mean the end, and another campaign starts for the heroes to push back the OL from world domination. If anyone has played the recent computer game XCOM Enemy Uknown, you'll understand what I'm talking about where countries pull out of the project and you lose their support. Basically world domination from aliens. What if the OL wins the finale, he gets just a little bit closer to world domination, but he has not "won" yet. Campaign #2 starts, each with separate quests. If the OL wins again, maybe he's 50 or 75% close to world domination.
You could make this go longer if you wanted, or shorter. Maybe it would be 3 campaigns of OL winning to "Dominate" the world, thus winning completely. If the heroes win a campaign, they "push back" the OL and his minions, and thus "good" gain back a percentage of the world. Continued campaign finale winnings would mean the heroes would finally surround the OL and kill him off completely. This in my mind, sounds like a lot of fun. Each campaign would need different quests, so you would probably need all of the expansions and/or quests that people have created using the Descent creator. The cool thing about this is that you could start the first campaign with quests that are within a dungeon setting, but as the OL wins the first finale, he emerges outside of the dungeons, and the second campaign has the heroes pitted against the OL in forests, swamps, etc. Again, just speculating, but it seems like you could really make this seem as if the world is changing after each campaign.
There's probably quite a few details I'm missing, as far as equipment, skills, and so forth, but I'm curious if anyone's ever tried to do something like this to make winning more meaningful. To make it a real challenge not only to win quests but to feel a big "accomplishment" when you win the finale.
Edited by jamesmuia, 27 November 2013 - 11:10 AM.