Jo Bartok
Germany
Zwingenberg
Hessen
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Interaction leads to Immersion.
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Hello dungeon-crawlers!

this is not intended to be a thread full of bashes or discussion. I can't stop you, but my intention is simply to gather your opinions regarding game-play, mechanics, immersion etc.

Please try to find something for both sides. E.g. not only name things you dislike but also you like, nor only name things like like but none that you dislike. Think hard !

You can name more but should try to name at least 3 each, on the good and bad side!

Here is a template, thanks for participating!:

The 3 best things about Descent: Journey into the Dark in terms of game-play, mechanics and immersion are:


1.


2.


3.



The 3 worst things about Descent: Journey into the Dark in terms of gameplay, mechanics and immersion are:


1.


2.


3.




 
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Bryce K. Nielsen
United States
Elk Ridge
Utah
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Sure, I'll bite.

Best:

1. Treasure: The treasures in Descent are second to none. Nothing more fun than sprinting to the gold treasure chest and reaping tons of goodness!

2. Hack 'n Slash!: Killing hoards of monsters is quite satisfying, and very dungeon crawlish.

3. Variety: Especially as you mix in the expansions, there's a lot of great variety in this game, from heroes to monsters to treasures to skills to quests etc.

Worst:

1. Spawning: Never really liked the Spawn-outside-LOS rules, it makes for some rather rigid, awkward gameplay from the heroes as they're trying to optimize each turn to keep spawns at bay. Also lead to a good number or LOS arguments.

2. Length: While sometimes I do love the grandious 5hr+ epic games, I also wish there were only 1 or 2 hour long games too. Descent just really didn't have the "short" game, only the "epic" game.

3. Fiddlyness: Hard to get away from this in a dungeon crawl, but there are a lot of moving parts to keep track of and remember, from heroes, skills, items, overlord cards, monsters and their abilities, board effects, LOS, etc. This game is not for the feint at heart.

-shnar
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Jacob Gowans
United States
Orem
UT
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Have you read the Psion series?
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The 3 best things about Descent: Journey into the Dark in terms of game-play, mechanics and immersion are:


1. Epic scope and feel.


2. Upgrading throughout the quest.


3. Overlord play is deeper than any other dungeon crawler that I've played.



The 3 worst things about Descent: Journey into the Dark in terms of gameplay, mechanics and immersion are:


1. Can be very difficult to get to the table.


2. Can have an anti-climactic ending.


3. Line of sight.


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Lanabound
Canada
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BEST
1. Kevin Wilson for making it.
2. Spazard for making the campaign tracker and ionas for hosting it.
2. My PBF friends.

WORST
1. A seeming shortage of people who dont have the "time" to play. Or when things take up my time.
That's it!

EDIT: changed 2 and 3 to 2 and 2. Equality.
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AC
United States
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Best
1. Complex game with many interesting tactical choices (from both sides)
2. Fantasy Theme is very immersive with its great art and backdrops
3. I can get my dnd, monster slaying, treasure plundering kicks without having to play improv 101

Worst
1. No new development (maybe its time for a community expansion?)
2. Rule book organization, i play infrequently enough that I need a concise rule book.
3. Fiddiliness, so much so it warrants making ur own work around system

Edit: removed a couple rtl references as jo pointed out
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Jo Bartok
Germany
Zwingenberg
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There is a dedicated Thread for Road to Legend @acshawn
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Andrew Colvin
United Kingdom
Unspecified
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Best

1: Very tactical.
This is not a long-haul repetitive slug-fest dungeon crawl, but a fast-paced game where the heroes can't afford to take a break, where every fatigue point and every skill needs to be used to the full

(1a and competitive! The Overlord has just as many tactical decisions to make in terms of threat and card-play as the heroes. There is nothing more exciting in a tactical game than actually playing against a human player)

2: Huge range of variety in terms abilities, treasure etc
Pulling out four random heroes, generating their skills, and buying them equipment is almost satisfying mini-game in itself.

3: The scale of the production
Nothing is held back in terms of mountains of eye-candy, cardboard, miniatures and general dungeon romp nostalgia

Worst

1: Time.
Everything that is wrong with Descent comes back to this.
By far Descent's biggest problem. Simply way way too long. A single game could easily become 5+ hours

2: Punishing.
A single mistake and less than optimal play, or even bad luck (undying?) can cause huge setback. This in turn leads to lengthy discussions and planning every turn. Which feeds back into point 1. Mitigated slightly by fewer players or a time limit.

3: The basic tactics can become a little repetitive. [run in, cover LoS, kill everything]. Very scenario dependant. And wouldn;t be such a problem if it wasn't for point 1.
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Martin Plourde
Canada
Windsor
Quebec
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The 3 best things about Descent: Journey into the Dark in terms of game-play, mechanics and immersion are:


1. I loved the components, back when it was released in the mid 2000, it was second to none.


2. Even though there is lots of things to keep track of, it is a rater straightforward game. Beginners picked up basic mecanics quickly as long as one player knew the game well.


3. Lots of expansions, missions, extra components, wich infinite replayability (I had the chance to buy everything as it was released).



The 3 worst things about Descent: Journey into the Dark in terms of gameplay, mechanics and immersion are:


1. So freaking long. Even as I tried to make it the shortest possible (as the overlord, I was setting everything up BEFORE my gang arrived, and let them go as soon as we finished, I would sort things out later), you do need to eat, drink, go to the bathroom. The shortest games we made were between 3 and 5 hours. Some games dragged 8+ hours. Some games were still exciting after so many hours, sometimes it was repetive and became a chore...


2. After 3 standard expansions, and 2 campain expansions, some material, monsters and abilities are still used very little. Each expansion would not mix things from the previous one, but there was a campain book that mixed things up a bit released toward the end (and contained lots of mistake...)


3. If you just bought the game recently, you might fall in love with it. Now good luck finding expansions! As the monsters were used in the 2nd edition early on, it increased the value of the 1st edition so collectors could get the figures...
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Josiah Leis
United States
Merino
Colorado
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I spent 100 GG and all I got was this stupid overtext.....
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The best:

1. Massive amounts of variety and an incredibly epic feel packed into a fairly straight forward system. There are just so many different heroes, monsters, treasures, etc. Though there is a lot to learn in order to "run" a game, a new player could jump in and learn the basics easily.

2. The game is highly tactical with a significant skill cap. Though the game has a lot of dice chucking and card drawing so randomness is certainly a significant factor, skillful play is definitely rewarded. This makes victory and those turns where everything works out perfectly feel really good.

3. The sense of exploration, progression, and customization. The game's story arc is neat no matter which side you are on. Customizing your deck through treachery, or your hero with skills, feats, and equipment let you feel very different. Finding powerful combos and then skillfully using them is fun.

The worst:

1. Terrible, terrible, terrible rules. The wording on cards and abilities is so sloppy that it leads to a ridiculous amount of FAQ and Errata, much of which still remains muddled. The rules could have been much clearer and a tighter use of wording on cards would really help solve a lot of rules questions, without having to consult a massive FAQ and\or BGG every game.

2. Too much imbalance in choices, not necessarily sides. The balance between sides largely depends on what Quest you do. Some are seriously stacked one way or the other, others are pretty reasonable. On the other hand the balance between things in the same deck or range of options is terrible. Certain heroes are WAY better than others while some are complete garbage. Certain monsters are vastly superior while others are basically just "automatic threat" cards. The same holds true for treasures, feats, etc. When you are just drawing at random this isn't always so bad since sometimes it's okay just being "stuck" with something and having to us it, but when there is a choice involved (like Treachery or Shop Items) it gets really old.

3. No player scaling. The game is designed for 4 heroes, playing with less severely gimps the hero side.


I guess the time issue was not as big of a concern for me as with most people. I agree the game is incredibly long, but I always know what I was getting into with Descent and am okay with that. This does lead to it not getting played as often, though I think I've played it way more than enough to be worth having purchased everything for it.
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Arthur Peterson
United States
Cane Ridge
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Ah shoot. I was hoping this was a thread about the app.
 
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Jo Bartok
Germany
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Interaction leads to Immersion.
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Immersion leads to Fun.
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Blame FFG for reusing brands for increasingly different games.
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