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New expansion wanted

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So guys, you know that it has been like 2 years if i recall correctly since the last expansion for descent 2E. What should we expect from FFG and more important, what do we WANT  ?

For me, I want:

1) a campaign that uses all components from a variety of expansions.

2) shorter campaigns. (rumor quests just make the game last so much longer and you get confused with the different stories and travelling like from the city of Nerekhall to Trollfens' swamps etc, my friend and I tried campaigns without the use of rumor cards but in the end we figured out that they are needed for a balanced game)

3) At last FFG, plz correct your quest vault. Some map tiles appear fewer than they really are in the box.

At the moment i wrote this topic, these 3 were the only ones i could find out i WANT. It would be nice for other descent players to also comment on what they want to see.

 

Thank you

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Zaltyre, Painkeeper any myself are currently putting together a community expansion. We are in the play-testing stage at the moment. The working title is Weapons of War as it includes Zaltyre's great mini campaign of the same name. Weapons of War will be an expansion to D2e very similar to the official small box expansions (Trollfens, Lair of the Wyrm, etc.). It will include high quality, thoroughly play-tested components developed by the community.

Obviously, we will not ship physical components. However, we will provide all the digital materials needed together with detailed instructions for how to obtain physical stuff (e.g. cards via printerstudio, minis from Reaper Bones, etc.). As we will not be able to add new map tiles, Weapons of War will include a new, challenging coop variant as an alternative play mode instead. This coop mode is called Road to Peril and will allow playing the Weapons of War and the Heirs of Blood campaigns without a human OL.

List of components: 

2 new heroes (1 healer and  1 mage)
2 new classes 
2 new monsters 
1 new condition
1 new mini campaign (Weapons of War)
1 new search deck
components for Road to Peril
1 rule book

Edited by Sadgit

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6 hours ago, Sadgit said:

As we will not be able to add new map tiles, ....

It might be possible to do some printable maps if anyone has the digital art skills needed- I'm not sure I could do it as I work more with individual photos/images but there's certainly that possibility to make some maps to use instead of tiles (or of course where available tiles do fit and a map can be made from them using existing tiles)

 

There would be two ways to do the art on such maps- either digitally drawing it if somebody's talented enough or you could photograph real world terrain and work that into map terrain although you'd probably need some other digital art skills to add what you'd need to make this work.

 

I have some first edition tiles too- as these are no longer available scanning these could be another option for DIY map grids.

 

Finally on new content I too am working on new stuff- quite a lot of it- going to take a couple of years as it's a massive undertaking (it's a full epic campaign taking in much of the lore of Mennara and it's entities and characters, in two forms - one for Descent and one for Genesys RPG). The plan is to work on one module at a time so it's released in stages over the next few years then after any feedback and playtesting info it can be refined into a final complete version- so there should be new stuff for Descent in future whatever FFG do with it!

 

I've also been working on/ will be working on some ideas with some other forum users, such as developing and improving Rugal's 'Ascension of Margath' campaign based on that story from Runebound and some other possibilities such as bringing the Descent 1 campaigns I have into D2e with improvements where needed and other projects to port concepts and entities/characters from other Terrinoth games into modules for Genesys RPG or Descent adventures. Rugal's quite keen along with myself to develop something with the Uthuk as they've not popped up much in Descent or Genesys sessions.

 

Whilst my projects are being designed to fit together as part of a whole with an over-arching storyline about Mennara's next darkness each module will be playable as a standalone so people can pick and choose what most appeals. My storyline's exploring a war-riven Mennara still divided and very much destroyed by years of conflict where it's a bit of a coming together of the evils of Tarakhe (plague and ill health), Waiqar (death and destruction) and the Uthuk (tainted blood and corruption). Can the heroes unpick the facts and fiction behind this 'next darkness' and save Mennara from its oncoming demise?

 

If I can I'm going to have a seasonally apt module for Genesys RPG 'The Bleakest Winter' taking the heroes into the chill lands of Isheim out soon, which I then hope to convert to a Descent adventure as well. It will take longer to do the Descent conversions of these modules though due to converting things to work within the game (which they may not at first so there may be a need for some playtest tweaking for balance and enjoyable gameplay).

 

I'm juggling quite a heavy home workload at the moment too, so bear with me if my projects take time, time can be more of an enemy than Terrinoth's fiercest adversaries! They are under development even when I'm not posting updates on my progress with the project.

Edited by Watercolour Dragon
grabbing some text to paste

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It's really encouraging that the community will keep this outstanding game alive even if FFG seems to be no longer interested. Looking forward to your custom content, Watercolour Dragon.

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On 11/4/2018 at 9:08 PM, Sadgit said:

Zaltyre, Painkeeper any myself are currently putting together a community expansion. We are in the play-testing stage at the moment. The working title is Weapons of War as it includes Zaltyre's great mini campaign of the same name. Weapons of War will be an expansion to D2e very similar to the official small box expansions (Trollfens, Lair of the Wyrm, etc.). It will include high quality, thoroughly play-tested components developed by the community.

Obviously, we will not ship physical components. However, we will provide all the digital materials needed together with detailed instructions for how to obtain physical stuff (e.g. cards via printerstudio, minis from Reaper Bones, etc.). As we will not be able to add new map tiles, Weapons of War will include a new, challenging coop variant as an alternative play mode instead. This coop mode is called Road to Peril and will allow playing the Weapons of War and the Heirs of Blood campaigns without a human OL.

List of components: 

2 new heroes (1 healer and  1 mage)
2 new classes 
2 new monsters 
1 new condition
1 new mini campaign (Weapons of War)
1 new search deck
components for Road to Peril
1 rule book

Need some help ?

for heroes, have you made some with hero forge ?

Edited by rugal

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For starters, it's Sadgit and Co. I'm just along for the ride, he's doing the majority of the work.

As far as teasers, check out the weapons of war mini campaign to get a look at a preliminary form of the quests (they're getting refined a bit). I'm a huge fan of the new classes.

Edited by Zaltyre

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Really curious to see the new classes, even if, of course, i'm already a big fan of my own druid's class 🤣

but for the mage, I really want to see what it could be, i haven't found a good one myself

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My feeling is the classes (especially the mage class) will still change quite a bit during play-testing. So no teasers here at this point.
The expansion will have a desert theme. However, as we are not including an new map tiles, theme will be a bit limited. At the moment we are focussing mainly on the mechanisc aspects of the expansion and I think that no-one of us is really deep into Terrinoth lore. So, yes, we could need some help in this department. 

@leewroy Here you go:
 

 

blind.png

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Fun idea

but isn't it a bit strong ? Already missing on a "2" (and a X) is already really powerfull

I'm not sure to be "deep" in Terrinoth lore, but I do have some knowledge about it, so I may be of some use

Edited by rugal

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30 minutes ago, rugal said:

Fun idea

but isn't it a bit strong ? Already missing on a "2" (and a X) is already really powerfull

I'm not sure to be "deep" in Terrinoth lore, but I do have some knowledge about it, so I may be of some use

Blinded is not supposed to be a fun condition to have. That being said, it's fairly simple to discard, and it can be completely ignored unless you're trying to attack.

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Yes, and if you have some rerolls you can also risk an attack, which will have a significant chance of hitting. Very nice condition, very creative

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4 hours ago, Sadgit said:

My feeling is the classes (especially the mage class) will still change quite a bit during play-testing. So no teasers here at this point.
The expansion will have a desert theme. However, as we are not including an new map tiles, theme will be a bit limited. At the moment we are focussing mainly on the mechanisc aspects of the expansion and I think that no-one of us is really deep into Terrinoth lore. So, yes, we could need some help in this department. 

@leewroy Here you go:
 

 

blind.png

I like the idea ... I just wonder how it will play out ...

Especially with heroes with an Awareness of 1 ... it could be extremely difficult to get rid of ... I would be concerned of a NPE because of it.

Thinking of Rendiel, Challara, Alys Raine, Grisban the Thirsty, and Sir Valadir.  A value of 1 only has a 4 out of 36 chance of passing (11%).

Not to mention the plethora of heroes with an Awareness of 2, which only has an 8 out of 36 chance of passing (22%).

Obviously, the majority of Heroes that are Scouts will have little trouble passing.

I will be interested to see what actual play testing finds ...

EDIT: I actually wonder, thematically, if it would make more sense for it to be a miss on an X, 2, and 3 if your attack is ranged, but perhaps just a miss on an X and 2 if your attack is melee (it should be easier to hit something blinded when you are adjacent to it).  And perhaps it is a miss only on an X if you have Reach.  Just a thought.

 

Edited by any2cards

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Maybe there's a way to counter for weaker heroes- some way other senses could compensate, or find a roll that is balanced for all characters maybe not a test roll, just some thoughts.

 

I've been delving very deep into the lore so can probably help with any questions.

 

Descent 2 is certainly lacking certain landscapes- no desert tiles (going from memory having just searched for snowy ones) and only one snowy tile- so still thinking of trying to photoshop something, will have to get out with the camera if we get any snow this winter! Desert might be trickier in the UK :)

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I had tought of a condition like this one about the "eye" test and like adding 3 range to hit the target, but it would be like giving stealthy to all monsters

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If Zaltyre agrees, I think it would be really good if someone into the lore could go through the introduction texts of the Weapon of War quests add a bit more to the desert theme that we are aiming for. We also need some shorter fluff text for the backsides of the hero sheets. 

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11 minutes ago, magicrealm said:

i give a new addon for descent 2 zero chance. I give a 3rd edition 33 % chance, but only 25% that this 3rd edition will be a good one

Same here !
Even if it's bad because I'm sure stuff does still exist for this game.

The 3rd edition will have a heavy burden

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