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Subject: Tell us about the scenarios/missions/quests/adventures rss

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Ukko Kaarto
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So we know how the basic gameplay works when trying to get through the dungeons during scenarios/missions/quests/adventures (what ever they are called in Gloomhaven). The mechanics look good and probably will create interesting session.

But how diverse are the scenarios? Are there meaningful choices to be made? Are there hard choices to be made? Interesting surprises? Chance for the bad guys to win (so you feel that they aren't just a bunch of pushovers)? etc.etc.

Many games have solid mechanics for miniature based tactical skirmish combat but when it is time to actually do something else than just kill bucket full of generic non interesting bad guys the games just drop the ball.

I bet there's an update coming about the scenarios but I couldn't wait meeple
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Isaac Childres
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This is a great question and it is one that is hard to answer succinctly. If you don't mind doing a lot of reading, my first inclination is to point you to my series of blog posts on the development of the game, which cover pretty much every aspect of the game in detail. (http://www.cephalofair.com/gloomhaven)

I'll try to give you an answer in fewer words than all that, though.

First of all, the scenarios themselves are largely about fighting buckets full of monsters. The objective isn't always to clear the dungeon - there are escort missions and the like - but the main conflict of the scenarios is dealing with the enemies in front of you. That is what the whole card system was devised around.

In terms of difficulty, a group of experienced players using the recommended scenario level setting shouldn't have a large amount of trouble winning a normal scenario. The game is balanced to give players forward progression. There are boss battles that are designed to give the players more trouble, but for the most part, the challenge of completing a scenario doesn't come from whether you can win, but what you can gain during the scenario.

Interesting decisions crop up when you have a choice between handily finishing the scenario, or lingering for another round or two to collect more money and experience, possibly risking exhaustion and failure. Players also have individual goals each scenario they will be trying to complete and these don't always encourage optimal play either, so again, they have to risk defeat for larger gain.

There is also a difficulty system in place, as well, so if players want a harder or easier base challenge, they can scale the stats of the monsters - and the harder the monsters are, the more money and experience earned at the end of the scenario.

And then of course, outside the scenarios from the campaign perspective, there are lots of decisions to be made about which quests to pursue, which NPCs to aid and what equipment and powers you want to collect to help you in battle. There's basically a lot of cool stuff going on with the campaign play that I think really sets the game apart from others of the genre.

I ended up being a little wordy, but I hope that helped. Let me know if you have any other questions.
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Ukko Kaarto
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Cephalofair wrote:
First of all, the scenarios themselves are largely about fighting buckets full of monsters. The objective isn't always to clear the dungeon - there are escort missions and the like - but the main conflict of the scenarios is dealing with the enemies in front of you. That is what the whole card system was devised around.

Thanks for the indepth answer. When the mechanics are geared toward monster bashing it is understandable that the objective of the scenarios is to bash monsters. That said I feel it is a missed opportunity as in many adventure films/comics/books etc. the bashing is just something you do because you wish to accomplish something more meaningful. But maybe it is there? After reading all the info from your website I feel that there is that deeper meaning in there or at least that what I wanted to understand especially from the 7th post. Also the individual goals sound very interesting.

How are the missions decided? Do you have a choice out of three-four that you walk into and reveal what kind of scenario it is or what decides how the next scenario is laid out? If you lose a scenario do you reset or continue the story with a disadvantage?



 
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Jeroen Paardekooper
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I'm really excited about this game! Indeed, using the cards to do battle and the whole leveling-up gameplay sounds very interesting. I remember playing Heroquest and really liking it as a kid, but the lack of interesting choices makes it too dull for me to play now. Having a dungeon crawler with tactical choices would definitely be a blast!

But... what would really make this game shine is a good story! You mentioned permanent modifications to the game (a la Risk: Legacy). I feel that making these permanent changes to the game based on the story you play out would be really rewarding if the story moved furter than: "There are goblins attacking the town, go and kill them." or "Help find the witch' lost treasure" and intead moving to a deeper (more epic) storyline (a la Game of Thrones or Malazan books of the fallen).

One can dream... whistle

Keep up the good work!
 
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