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Theroleplayer

Expansion Ideas.

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Desert theme expansion

 

- Heroes: Merchant type/Caravaneer, Psionic, Something with a whip?!?!, dual wielder

- Monsters: momies, scorpions, snakes, sandworms, vultures

 

A good mix of outdoor and catacombs exploration,.  I'd LOVE to see bigger maps where you start outside and have to find a catacomb/dungeon entrance for Encounter 2.  Yellowish, sandy tiles, dunes, oasis, etc

 

Winter/barbarian theme expansion

 

- Heroes: Barbarian, Shaman, Smith...

- Monsters: tribesmen, bears, ice wolves, yetis...

 

That would be my second...even close first favorite expansion.  I love anything related to Conan and barbarian cultures and it would be awesome (kind of like the Frozen Wastes expansion for Runebound).  Again, huge maps would be fitting with lots of mountains and settlements, tundra, frozen lakes, etc.

 

Dark forest theme expansion

 

Same as the other mentioned, that would be awesome!  Mostly outdoor like the MoM expansion Call of the Wild.

 

***One of my greatest wish: I'd love to see some kind of expansion that would bring huge tiles into play.  Huge tiles maybe made by connecting 4 large tiles together.  It would create great landscape and huge maps (sandbox style) that we could explore anyway we want except of "forcing" us to go a certain path following small corridors.

Edited by SolennelBern

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I would like see a Expanion about a new Advance Campaign System, making map more useful and interactive. And some strategic options in travels.

 

Not like current system. The map is only a picture that only serves to see the travel icons, which could appear directly in the quest guide.

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There is a lot of great ideas here, I hope FFG are listening or they have better ideas :P

 

I also would fancy a cheap foot soldier as I am an overlord a beastman or something, maybe even a couple of foot soldiers in one of these packs

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What about Combo attacks? Like spending 2 actions (one for each hero) and perform a big attack to smash some minions? Not exactly to sum dice rolls but to gain some better effects (not 2x attack but 1,5x attack and other effects).

 

What about a Demon or Elemental Summoner (Hero class) who can summon different demonic/elemental creatures to gain different habilities?

Or a Dark Knight (Hero Class) who can inflict damage to himself in order to gain attack boosts and effects?

Elemental archer? Shield defender (with defense skills and attacking with massive shields)?

 

What about copycat monsters or lieutenant (able to gain a hero's abilities for a turn)?

Or Elemental spheres who can inflict different status to heroes and explode?

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I think the copycat monster is going to be covered by the Changeling in the new expansion. :)

 

A Dark Knight class would be really cool! I think Elemental Summoner will be covered with the Conjurer.

 

I love that FFG really does listen to the fans. I'm so excited for the bard class, which has been requested numerous times.

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I agree with the idea of campaigns that utilize all of the expansions.  And my wallet would like things to slow down dramatically.  But at some point I would like the game to be complete.  I don't like games that go on forever.

 

ditto, but a slight slow down would suffice.  I still haven't finished the LoR campaign yet!

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How about a dynamic campaign generator, similar to how Battlelore 2nd edition is doing it? Quest setup is summarized on individual cards, and you draw one for each quest, linked to some kind of map generation system. That way every campaign will be fresh and unexpected, and both OL and heroes have to constantly adapt to new situations.

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I had said this in another tread, but I feel it is better put into this one.

 

The idea of D2 becoming an eternal game really plugs a smile on my face. I would really like to see it becoming a living and changing game. Let history become apart of it as new expansions become available. They are already starting that, I feel, with the coming out of this new spoiler. The heroes and the OL are becoming very customizable, lending to more veritably and replay value. Even the map sounds like it might change, or at least how it plays out, depending on how the OL decides to play the corruption of the city. The rumors play into the change of the game as well. No one knows how it will play out but the OL, which I would guess that to be a bit exciting for the heroes. I know I would enjoy that! (and am even as the OL)

 

I would LOVE to be apart of a book writing (or art!) the adventures of the changing story. That would be super awesome. Even to read someone's interpretation of the world and the campaigns have always plucked a spark. Maybe the fans could have a say in how each campaign plays out so that they know how to make the story flow. <3

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I had said this in another tread, but I feel it is better put into this one.

 

The idea of D2 becoming an eternal game really plugs a smile on my face. I would really like to see it becoming a living and changing game. Let history become apart of it as new expansions become available. They are already starting that, I feel, with the coming out of this new spoiler. The heroes and the OL are becoming very customizable, lending to more veritably and replay value. Even the map sounds like it might change, or at least how it plays out, depending on how the OL decides to play the corruption of the city. The rumors play into the change of the game as well. No one knows how it will play out but the OL, which I would guess that to be a bit exciting for the heroes. I know I would enjoy that! (and am even as the OL)

 

I would LOVE to be apart of a book writing (or art!) the adventures of the changing story. That would be super awesome. Even to read someone's interpretation of the world and the campaigns have always plucked a spark. Maybe the fans could have a say in how each campaign plays out so that they know how to make the story flow. <3

 

Once when I used to DM I setup a game with 5 adventurers 1 DM (Me) and someone playing the baddie where I balanced it out and even let him guide what the enemy was doing etc so during fights he would control the enemies of the group and send assassins out to slay the group etc.  I hope they lean D2E that way where there is no need for a DM to balance the game etc but where the Overlord can make wicked plans and make it so a bit like D&D 2nd E had an Advanced version thats my dream anyway maybe not others but I do think the more maps the better (for what I want) and the more everything is only good for that!

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I had said this in another tread, but I feel it is better put into this one.

 

The idea of D2 becoming an eternal game really plugs a smile on my face. I would really like to see it becoming a living and changing game. Let history become apart of it as new expansions become available. They are already starting that, I feel, with the coming out of this new spoiler. The heroes and the OL are becoming very customizable, lending to more veritably and replay value. Even the map sounds like it might change, or at least how it plays out, depending on how the OL decides to play the corruption of the city. The rumors play into the change of the game as well. No one knows how it will play out but the OL, which I would guess that to be a bit exciting for the heroes. I know I would enjoy that! (and am even as the OL)

 

I would LOVE to be apart of a book writing (or art!) the adventures of the changing story. That would be super awesome. Even to read someone's interpretation of the world and the campaigns have always plucked a spark. Maybe the fans could have a say in how each campaign plays out so that they know how to make the story flow. <3

 

Once when I used to DM I setup a game with 5 adventurers 1 DM (Me) and someone playing the baddie where I balanced it out and even let him guide what the enemy was doing etc so during fights he would control the enemies of the group and send assassins out to slay the group etc.  I hope they lean D2E that way where there is no need for a DM to balance the game etc but where the Overlord can make wicked plans and make it so a bit like D&D 2nd E had an Advanced version thats my dream anyway maybe not others but I do think the more maps the better (for what I want) and the more everything is only good for that!

 

 

I am new to Pathfinder (much like D&D). I told my soon to be husband, Brigg, that if we really did start doing owe own Pathfinder, we could use the descent map tiles. But now that I think of it, do they not give us what we need to make our own stories, like D&D, already through the quest vault? The rules are there. It's just finding an interesting quest and rules that are balanced. But that reason alone is why I don't tinker with the vault.

 

But back to what you said, I do believe that is what they have set up. The base rules and and quest rules is like your mediation as the DM. There is just enough freedom with all the characters, heroes or otherwise, to give a feeling of free play. Brigg and I are doing a campaign all of our own. Since we both really enjoy the role playing aspect, we loosen the game up by having the little Splig token do his little rude dance and fall as he tries to make a clean getaway. Or having the heroes investigate that run-a-way mimic with a secret passage in it's stomach, for the second time!, in morbid curiosity. I even draw segments of our campaign as I do for Pathfinder.

 

Descent has it all there, but it's still new in comparison to other eternal formats. I am really excited to see what they do with it and if it hangs on. They have me hooked and even though it is still eating at my pocket, it's still cheaper then other formats of it's kind. If they can keep making it cheap, I think I would be very much ok with that.

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The problem with making your own quests personally is I can't bring the fire onto the players incase it's unbalanced I always tend to hold back a little (Which I don't want too) thats why I wanted a balance indicator on the comments for the quest designer program so I can pick quests that are balanced. When FFG have an assisted set of rules for making quests to balance them I will feel like I am starting to get there.

Also allowing campaigns of 50-100 dungeons but now I guess thats just not what Descent is ever going to be!

Edited by Lilikin

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The problem with making your own quests personally is I can't bring the fire onto the players incase it's unbalanced I always tend to hold back a little (Which I don't want too) thats why I wanted a balance indicator on the comments for the quest designer program so I can pick quests that are balanced. When FFG have an assisted set of rules for making quests to balance them I will feel like I am starting to get there.

 

That was my thought as well. I don't think I will understand what makes the game balanced, aside from basic ideas, till there is much more of their work already into it. I am only on my 3rd campaign (SR twice and LoR once) so far so I am still new at it, and learning all of the time. I have not played but three different OL classes which gives me a very biest opinion on everything.

 

 

Also allowing campaigns of 50-100 dungeons but now I guess thats just not what Descent is ever going to be!

 

If we could find a way to slow down both heroes and the OL leveling up carve, then I think that can happen! Not sure how my heroes would like that, but I would. At that point I would think the OL would then have to play more like a DM then the OL. I mean, after a year or playing every weekend and the heroes not winning the end would be a huge let down. At least for me (even as the OL) it would. All that effort... all of that time...

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I think the only thing holding me back from creating my own campaigns, other than time, is that set of guidelines to ensure a quest is balanced.  If that was provided then this game would be limitless in potential.  I really feel I could come up with a much better story than what is provided and I'd love to mix in a few single encounters with larger maps into the campaign instead of everything being two smaller quests.  I've stated earlier that I wish they'd slow down the expansions just to save my wallet but after seeing a city expansion announced, I'm giddy for more!  That was a direction that I did not see coming.  With all of the different heroes, monsters (I have D1), classes, overlord cards, plot decks, etc, there is so much variability that no two campaigns would ever play out the same.  For me the only thing missing to truly take this game "over the top" is the ability to easily create my own balanced campaigns.  If the guidelines were there this game would be perfect.  I'd also love to see an official storage solution sold to hold everything.

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I think the only thing holding me back from creating my own campaigns, other than time, is that set of guidelines to ensure a quest is balanced.  If that was provided then this game would be limitless in potential.  I really feel I could come up with a much better story than what is provided and I'd love to mix in a few single encounters with larger maps into the campaign instead of everything being two smaller quests.  I've stated earlier that I wish they'd slow down the expansions just to save my wallet but after seeing a city expansion announced, I'm giddy for more!  That was a direction that I did not see coming.  With all of the different heroes, monsters (I have D1), classes, overlord cards, plot decks, etc, there is so much variability that no two campaigns would ever play out the same.  For me the only thing missing to truly take this game "over the top" is the ability to easily create my own balanced campaigns.  If the guidelines were there this game would be perfect.  I'd also love to see an official storage solution sold to hold everything.

 

I could not agree more whole heartily. In my experience, there are a number of ways I see balance. Such as divided attention syndrome, as I like to call it. Anytime heroes or the OL have to divide their resources to accomplish their goal while keeping the other from accomplishing theirs is sure signs that a fail is in order. A good example is "Armed to the Teeth" and "At the Forge". In the first, the heroes have their attention divided so the OL has the advantage. In the later the opposite is true.

 

Another is numbers. Monster numbers is one way and reinforcement numbers is another. Many times when I get two monsters a turn back in my pool, the heroes struggle allot. Most of the time, downing one monster a turn is hard. Downing two is harder. Downing three to make my numbers less is taxing.

 

I am no expert, so am very sure it's more complex then that, but that is what I have learned.

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I think the only thing holding me back from creating my own campaigns, other than time, is that set of guidelines to ensure a quest is balanced.  If that was provided then this game would be limitless in potential.

 

I doubt such a set of guidelines is even possible, let alone forthcoming.  If it were possible to categorize quest design into a set of simple guidelines, surely there wouldn't be so many discussions about how game balance can swing one way or the other based on the quest played.  FFG made the game.  They spent umpteen hours designing and playtesting quests both for first and second edition.  If they can't generate consistently balanced quests, nobody can.

 

Just follow your heart and be prepared to tweak things on the fly if you spot a gaffe.  That's not so different from what happens when running a game of D&D or Pathfinder, if you think about it.

 

does someone knows the tribe of Lyssa of the east ?

 

She looks like a cat-person to me.  Singhara or leonine, depending on which name you prefer.  Actually, she might be a human/leonine half-breed, considering she looks much more human than most other cat-people in the setting.

 

There is no official answer to that question, btw.  This is just speculation based on the artwork.

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I think the only thing holding me back from creating my own campaigns, other than time, is that set of guidelines to ensure a quest is balanced. If that was provided then this game would be limitless in potential. I really feel I could come up with a much better story than what is provided and I'd love to mix in a few single encounters with larger maps into the campaign instead of everything being two smaller quests. I've stated earlier that I wish they'd slow down the expansions just to save my wallet but after seeing a city expansion announced, I'm giddy for more! That was a direction that I did not see coming. With all of the different heroes, monsters (I have D1), classes, overlord cards, plot decks, etc, there is so much variability that no two campaigns would ever play out the same. For me the only thing missing to truly take this game "over the top" is the ability to easily create my own balanced campaigns. If the guidelines were there this game would be perfect. I'd also love to see an official storage solution sold to hold everything.

I could not agree more whole heartily. In my experience, there are a number of ways I see balance. Such as divided attention syndrome, as I like to call it. Anytime heroes or the OL have to divide their resources to accomplish their goal while keeping the other from accomplishing theirs is sure signs that a fail is in order. A good example is "Armed to the Teeth" and "At the Forge". In the first, the heroes have their attention divided so the OL has the advantage. In the later the opposite is true.

Another is numbers. Monster numbers is one way and reinforcement numbers is another. Many times when I get two monsters a turn back in my pool, the heroes struggle allot. Most of the time, downing one monster a turn is hard. Downing two is harder. Downing three to make my numbers less is taxing.

I am no expert, so am very sure it's more complex then that, but that is what I have learned.

There is a way to make a game like this chess like balanced but it needs to be done from the start. Problem is the end result would be a stale game of boring.

How? Each monster matches each hero stat for stat. Monsters have same hero feats. Each quest perfectly constructed so no advantage goes to either hero or OL. Monsters uses same shop heroes use and can use any of the items on monsters. Monsters can compete against coins on tiles. No randomness. All monster and heroes have exact same defense die. This sound fun? Am I a expert? Yes because I'm a consumer. Correction we are all experts because we all are consumers that sounds better! So your right too...

Edited by Silverhelm

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Me:

I think the only thing holding me back from creating my own campaigns, other than time, is that set of guidelines to ensure a quest is balanced.  If that was provided then this game would be limitless in potential.

I doubt such a set of guidelines is even possible, let alone forthcoming.  If it were possible to categorize quest design into a set of simple guidelines, surely there wouldn't be so many discussions about how game balance can swing one way or the other based on the quest played.  FFG made the game.  They spent umpteen hours designing and playtesting quests both for first and second edition.  If they can't generate consistently balanced quests, nobody can.

 

Steve-O:

Just follow your heart and be prepared to tweak things on the fly if you spot a gaffe.  That's not so different from what happens when running a game of D&D or Pathfinder, if you think about it.

 

Well you may be right.  If that is the case then the OL would have to be willing to tweak the upcoming quests of a campaign based on how the heroes were doing.  But I can't help but think once the OL does that, he's basically a DM trying to maintain a challenge in each quest but ultimately wanting the heroes to win to advance the campaign.  Now personally, I would be ok with this because that is how I approach the OL player.  I want the heroes to ultimately win and have a great time along the way.  But I'd imagine that a lot of players are more cutthroat than me in their determination to blow out the heroes.

Edited by noodles

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Now personally, I would be ok with this because that is how I approach the OL player.  I want the heroes to ultimately win and have a great time along the way.  But I'd imagine that a lot of players are more cutthroat than me in their determination to blow out the heroes.

 

You're probably right about that.  A lot of people do play the game as a proper competition, not an RPG.  (I generally do, myself.)  However, I'm strong believer in the idea that one should make homebrew content for themselves, first and foremost.  Post it online if you want to share it, but don't expect anything in return.  If they like it, they like it, if they don't they can make their own.

 

Besides, the more you play and tweak your own quests, the better balanced they become for the benefit of others who may not want to tweak it themselves.

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What I would like to see Is an Ice Caves expansions. With Yetties, skeletons and wraiths like in and Ultima Underworld II game. Thin ice traps, ,cold underground rivers with some lurking water beast inside, forggoten ice tombs or citiy haunted with warm-hungry wraiths.

 

Just my to cents cheers :)

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As mentioned earlier about a seaborne expansion, I had thoughts about specific quests in a campaign that included ship to ship boarding and deck battles (getting a relic back from pirates or just being attacked while sailing from one quest to another).

 

I have started a campaign in the Quest Vault that could begin a Zombie Apocolypse type of thing (depending on if the Overlord wins or if the heroes win ;) ) but I've only finished the first encounter of the first quest. It will most likely take me a while but it'll be published for those interested once finished.

 

- Saf

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