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TheHunterBoy

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    Ravenna, Ravenna, Italy
  1. Well, we played last night the GD quest from LoW as the first chapter of a mini-campaign. 2 Heroes party, both mage (necromancer + geomancer), fire imps and cave spiders as open groups, Valyndra's shadow and its lethal fire breath over the heads of the poor miners, and so on... My feeling was good: great game (very close, with OL's victory by fire imps escape with the treasure from the entrance), 1,5 hours of running time (more or less) and so much fun. The OL won just 'cause the two mages were stuck by the stones on their way from one side and 3 cave spiders on the other side, while the vicious imps ran away with the digger's loot the have found. The great mistake(for the party) was to choose two "weak" mages: they have not removed the stones, failing many times their skill tests, and were immobilized by master spider's web, while the others little bastards minions were biting them all the time! A warrior would surely have easily remove those boulders on his way... BTW, what's your experience with this nice adventure from LoW? How many OL's victories? And how many triumphs of the party?
  2. Well, there's another thred here where peoples are talking 'bout this issue. The general agreement on the balance of Descent is probably impossible to reach: someone finds it too unbalaced in favor of OL, someone else exactly in the other direction! What I liked most was the concept that Descent never will be a chess-like game (neither a RPG), so we'll never have some kind of 50/50 ratio to win when we'll play it. The variables in Descent are too many and all of them could play a key role in the pathway that leads to victory. Chose the right character, then the appropriate class deck: well, these are the only things you can manage well (along with the actions during the game, of course)...Then you have to roll many dice and draw many cards, and always you can roll miss or draw unuseful cards instead of right ones just when you need them the most! I'm convicing myself gradually more that Descent is that kind of game where skilled players could make the difference, in particular if they know well the quests and all the options that the game can offer them. It's far to be a shallow game, IMO. So, if a skilled OL plays at his best against a party of new players (and vice versa), there will be no game at all
  3. Your deep analysis is so convincing that I only can say: farewell, and thanks for tolerating us morons to like this game. Carry on. I'm definitely one of those morons!
  4. 1) the hero's death works the same way as in a "normal" Descent campaign 2) No. My original idea was to handle the game game sessions of the Descent gaming club exactly like they were parts of a classic campaign. So the answer can only be "no"! Only in the case the party chooses to play a series of "single-quest night sessions", the players can change their characters between sessions, but this is not allowed throughout a campaign. Obviously, parties who play "the single quest night sessions modality" will have less possibilities to score a great amount of "tournament points" in the club chart than parties who play a whole campaign. For this reason, maybe makes more sense to have two diferent charts at the end of a "regular season"... 3)Substitutes are allowed. The concept is that every party "pays" a sort of registration fee when it enter the club, which allows that (two o more) players of that group may play several sessions in the club: it doesn't matter if the "party A" is formed by John, Nathan and Eleonor OR (for one night) by Andrew, Zak and Bob when they have to replace their three friends. It remains always "party A" for the pourpose of the Descent Gaming Club! Of course, it always desirable that a party remained the same from the beginning to the end of a campaign
  5. That's a great suggestion! I ,like the idea of "mini parties".Always, I figure them across a campaign-mode competition, not in single events (even if they actually could be more usefull for the purpose of a tournament) Tnx a lot!
  6. Griton, I appreciated so much your suggestion. BTW, I still love the Campaign modality of Descent, which can give always great fun, even in a tournament setting (IMO). Of course, the Descent "gaming club" I have in mind could offer also an "Epic Experience" of Descent, as you suggest: it would be depend on the customers...
  7. Most of the people in this forum has always played Descent as OL, or mainly as OL. Only a few of those played Descent as hero actually played it ONLY as hero. The original idea of a "Descent gaming club" is possible to realize only if, among 20 guys who want to play Descent, there are at least 15-16 "customers" aspiring heroes: the fact is that often it's very difficult to find guys just to create one party! The club would recruit 2 or 3 official OLs, each of which would be assigned to different groups of heroes. The OL assigned, of course, will remain the same throughout an entire campaign. BTW, that's only pure speculation...
  8. 4 heroes vs a blasting OL could be an exciting challenge. With the introduction of the LTs packs the options for a skilled OL will be increased, so, henceforth, I don't think that a campaign 4 vs OL using a LT pack would be an easy walk even for the most skilful party
  9. Again, the fact that all around here there are a lot of people who say that the game is unbalanced sometimes in favour of OL and sometimes in favour of heroes, makes me thing that, at the end, the game is fair enough. The best game experience, IMO, is when both OL and heroes are skilled players. Is then that you can have very close encounters. I really believe that this game is far from to be a RPG, so an OL too much gentle could only result in a waste of time and enthusiasm for all players. I prefer to loose against a hard foe than to win fighting a mild OL.
  10. I still believe that skill remains one of the most important factor to win in Descent. Naturally, it's not the only one, but it needs a lot of skill in order to choose among the plenty of options (as OL and as hero) you have when you travel throughout a classical campaign. As customer, I'm pretty sure I'd accept to start a campaign if i'd know that my party would be the best among the other groups, at the end of the season. One reason more to win a campaign could be to enfatize the possibility to conquest special prizes, of course, something like particular gadgets (t-shirts, painted minions, cinema ticket, and so on...). BTW, thanks a lot for your very important point of view!
  11. Simple question: any experience corcening this? How did you organize a Descent tournament? Here's my idea... I'm planning to create an exclusive Descent club in my zone, a place where parties of players can team-up against an "official" OL (a member of the crew), hiring him for a selected campaign. In my plains, the house could offer many options to its customers, such as dedicated night sessions for each single group of players, with a personal OL throughout the entire campaign. For every scenario in a quest that the party overcomes, it will receive 1 tournament point, regardless the other prizes normally present in the quest. At the end of each single campaign, the party will count how many tournament points it gained. A special chart would be published periodically, to report which party obtained the highest score. At the end of the season (i.e. 6 months, less or more), we'll have the best party in the club. This could be an idea for a kind of tournament in Descent, but, of course, it needs at least two parties (better if more), a place dedicated and a lot of people who heavily love the game! What do you think?
  12. Ah, I forgot: Lieutenant packs! I believe that LT packs are a great resource both for the experineced gamers and the developers of Descent at FFG. For the gamers (as OL) 'cause LT packs give them an amazing opportunity to tailor better their strategy along the campaign, and the more LT packs will come, the more choices will arrive... Of course, for the FFG guys this is a great way to produce new stuff for Descent at a low price (of course lower than a "boxed" expansion is). Personnaly, if I was you, I'd buy LT packs only after several champaign's sessions. But, absolutely, I'd buy all of them at the end!!
  13. Personally I bought first LoW since I love the dragon theme. In addition Low adds the possibility to go for a little campaign of 5-8 hours, that's a superb option when you're searching for a deep experience with Descent (such as campaign), but no so deep and long (as a MAIN campaign). BTW, Descent is an awesome fantasy game, and I'd like to collect all the stuff FFG will produce... For a "tactical" choice I' d suggest you: 1) Play Shadow rune campaign once 2) Play it twice 3) If you have play as OL for the first two campaigns, then play it as hero, two times more 4) Play shadow rune adding LoW (and/or Trollfens) 5) Then go forward and restart from point 1 to point 4, changing Shadow Rune campaign with the Labyrinth exapansion (waiting to do the same process with the upcoming Shadow of Nerekal) To do this way I'm sure will give you a huge amount of reneving fun with this epic game...
  14. I mean: travel across a magic land full of adventures, enter dark woods and grim dungeons, slay dragons, fight ogres and goblins in frozen caves or over some hot magma lakes, cast spells all around you, pull off your sword and survive hordes of zombies and skeletons, find treasures, trade weapons and potions, discover ancient relics and open secret doors in the walls of a castle. How can you want more from a single board game?? Then, someone (actually very fussy) screams aloud: "wait, wait, wait! It's still too swingy!!" I say: who matters? I've never played before a swingy game like this!
  15. Coming back to main issue (thank you all for so much contributes!), personally I don't need a chess game. So for me it's welcome a game like this, where you can win on the base of dice, right cards in the right moments, a lot of strategy and tactic and, of course, a good amount of luck. is it a "swinging" game? Well, no one wants a chess-time (sure not me!): I'm pretty ready for unbelievable moments of funny action, slamming monsters, choosing strategy to overcome dragon's fury, winning (or loosing) for one more heart (or shield) on the dice, and so on. With your replies I'm starting to convince myself I'm on the right way 'bout this feeling! IMO, at this moment, the magic world of Descent is indeed the most beautiful experience in the fanatsy boardgaming: the most complete, expanded and supported fantasy board game among the "dungeoncrawling list" of all time. That's matter.
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